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Post by noemi1 on Sept 25, 2024 21:18:58 GMT -5
Why does my collar look weird, I'm not sure if there is an error when exporting from MD.Can anyone help me and tell me the correct way to do it? Makes my collar look normal. In addition, the seams between the surfaces of the clothes I sculpted from ZBrush don’t seem to be displayed. Here's my files:https://1drv.ms/f/c/ee3afb269e1114b2/EjBRij__NVREo-YRyNWRMisBopkxoyBeXfCyQHYnOrgKAw?e=b1NSKb
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Post by mauvemorn on Sept 26, 2024 3:31:04 GMT -5
Hi. When a pattern in MD looks gray, it means you're seeing the underside. You need to flip normals either in MD or later in blender
To fix this issue, hover over the collar, press L to select all patterns of it, Mesh - Normals - Flip normals
Other issues: - An item from a top category must contain only the upper body, delete legs; - your garment is made of 33k tris, which is 3 times higher than maxis's most complex items. About 2/3 of this amount accounts for buttons alone. There is no point in making your or other people's game load longer for something that can barely be seen, so either not use MD buttons or retopologize them. To do the latter, in UV editor enable sync, select uvs of the backside of the button and threads, in 3d view delete them. In UV editor select uvs of holes, in 3d view Mesh - Merge - Collapse, enable UVs. You could reduce it even further but its fine as is; - clothing with loose sleeves must be tight in the armpit area, otherwise the sleeves will get data from the torso and wont behave properly.
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Post by noemi1 on Sept 26, 2024 6:06:49 GMT -5
Hi. When a pattern in MD looks gray, it means you're seeing the underside. You need to flip normals either in MD or later in blender To fix this issue, hover over the collar, press L to select all patterns of it, Mesh - Normals - Flip normals Other issues: - An item from a top category must contain only the upper body, delete legs; - your garment is made of 33k tris, which is 3 times higher than maxis's most complex items. About 2/3 of this amount accounts for buttons alone. There is no point in making your or other people's game load longer for something that can barely be seen, so either not use MD buttons or retopologize them. To do the latter, in UV editor enable sync, select uvs of the backside of the button and threads, in 3d view delete them. In UV editor select uvs of holes, in 3d view Mesh - Merge - Collapse, enable UVs. You could reduce it even further but its fine as is; - clothing with loose sleeves must be tight in the armpit area, otherwise the sleeves will get data from the torso and wont behave properly. THANK YOU!!You really help me a lot. I have to call you master now. I have been learning from you here since the very beginning. You have taught me a lot. At the beginning, my attempts kept going wrong, which made me feel very confused. Now I still feel that there is a lot to learn. I simply can't tell when making what kind of clothes in MD when the particle distance should be reduced. What does the detail of clothes refer to? What will have an impact on the patterns I carve in ZBrush later?
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Post by mauvemorn on Sept 26, 2024 6:29:06 GMT -5
The ideal polycount for assets of a 10 y o game is "as low as it can get, so long all details that cannot be preserved through textures are maintained". You can see shallow folds around the belt or on the sleeve in the upper arm area only on the textured side, details this small can be preserved through textures alone. Folds at the bottom of the skirt or sleeves, as well as the belt are big, so they are preserved through mesh, you can see them on the untextured side as well. If you're going to retopologize in Zbrush, you do not need to watch the polycount of the garment in MD, only in Zbrush. However, if you're going to use Zbrush, separate buttons first, it cannot retopologize them in a way that makes sense.
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Post by noemi1 on Sept 26, 2024 6:46:05 GMT -5
The ideal polycount for assets of a 10 y o game is "as low as it can get, so long all details that cannot be preserved through textures are maintained". You can see shallow folds around the belt or on the sleeve in the upper arm area only on the textures side, details this small can be preserved through textures alone. Folds at the bottom of the skirt or sleeves, as well as the belt are big, so they are preserved through mesh, you can see them on the untextured side as well. If you're going to retopologize in Zbrush, you do not need to watch the polycount of the garment in MD, only in Zbrush. However, if you're going to use Zbrush, separate buttons first, it cannot retopologize them in a way that makes sense. Understood. Thank you for your patient and detailed answer.
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