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Post by charliekim on Jun 22, 2019 4:26:23 GMT -5
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Post by mauvemorn on Jun 22, 2019 12:35:50 GMT -5
Hi. I assume you appended the same mesh twice, the suit is missing Anyway, you forgot to scale your uvs in the uv_1 map. Press A to select everything, S X 2, G X -128 You also need to delete everything that is hidden by the sweater, it does nothing but increase the polycount and slow down the loading process. Select everything in 3d view, in uv editor enable sync, holding Ctrl, select everything that is covered by the sweater, press Delete in 3d view, choose faces Also, any skirt-like bottom should be vertex-painted differently Paint the bottom of the mesh: 1). In edit mode disable Limit selection to visible; 2). Press B and select the mesh in the middle of the pelvic bone like I did in the pic; 3). Switch to vertex paint. Enable Face selection masking for painting; 4). Type in 3FFF00 ( ignore the "it remembers part" lol), Paint - Set vertex color; 5). Press A to deselect, press A again to select everything, Paint - Smooth vertex colors.
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Post by charliekim on Jun 22, 2019 23:42:34 GMT -5
mauvemorn Thank you for the detailed explanation Oh that file was for the normal map, I'm sorry to confuse you :'( But i did something wrong again, They still work weirdly... Does body slider related to UV_1? I'm really sorry but can you show me the complete form?
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Post by mauvemorn on Jun 23, 2019 14:55:51 GMT -5
The uv_1 dictates how the mesh will deform during body customisation is CAS. Vertex paint dictates what variation(s) of deformation maps the the mesh will use. 1). First thing first, clothing with loose sleeves, chest and armpit areas should be made with arms down, not up as in the default pose. If you want to get rid of these issues, watch this2). Polycount. More polygons = longer loading time both in s4s and the game. NEVER export md's props ( buttons, fasteners, etc) or leave them unedited, they are very highpoly. Ideally, you would want to retopologize clothing. Not only will it reduce the polycount but also improve the way mesh deforms during animation or body customization. The fastest way of doing it would be in zbrush, it can be done in Blender, too3). when making anything with skirt-like bottom, start package and transfer weights from an item that has skirt bones. If you import a blend with skirt bones into a package that does not have them, the mesh may distort in-game for you or someone else. So use the dress i'm using as a reference and a base for your package; 4). 5 key - switch between orthographic and perspective views, 1 key - front, 3 key - side, 7 - top, 9 - the opposite of the current view; 5). Alt - M - merge menu, Delete key - delete menu; 6). when creating new geometry ( like when you close holes ), make sure to unwrap it. If it will not be visible, you can scale down the uv island significantly. By unwrapping it you will also make sure s4s splits the mesh along the border of uv islands and prevent the dark shadow from appearing along it. However, you will still need to split it before baking textures or mark it as sharp; 7). For Draw other objects feature to work, both meshes must be selected and have the same texture set as the background; 8). Before transferring vertices, make sure nothing is split by removing doubles. Even if vertices have the same coordinates, they may get different values. You can mark seams as sharp, select and split them later ( 0:14-0:40 )9). make sure every meshgroup you use as a reference or source object is visible; 10). don't forget to use Clean tool after transferring weights; 11). the uv_1 map i got is not perfect. For it to be perfect, there has to be an edge loop(s) along the seam of the body (0:28 - 2:30 ) ;12). uv islands of the same item of clothing should be scaled uniformly. Things like buttons, lace, zipper, etc, can be bigger for extra definition, while hidden or obscured parts can be smaller;
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Post by charliekim on Jun 24, 2019 8:40:46 GMT -5
mauvemorn Thank you for those nice tutorial! They're really helpful, I had no idea about that! I'll try them this weekend. Have a nice day
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