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Post by HugHug003 on Oct 18, 2024 5:51:58 GMT -5
Made this dress. But I want to extrude the top line across the chest and the edges of the sleeves/strap so that it sticks out like I've been doing in a non textured approach. However, when I extrude it like normal, the sleeves clip with the arms. If I try to fix the arms afterward I end up with a hole in the geometry. I also tried extruding the parts separately but then they dont match up with each other to made a smooth edge. What's the best method in this case?
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Post by mauvemorn on Oct 18, 2024 6:55:30 GMT -5
Hi. Please always provide the files. Cant tell what was done wrong without seeing what was done
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Post by HugHug003 on Oct 18, 2024 14:52:25 GMT -5
mauvemorn hi can you not click the link? “Dress” was linked to the blend.
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Post by mauvemorn on Oct 19, 2024 2:39:41 GMT -5
This one doesnt have the issues you mentioned. the sleeves clip with the arms. If I try to fix the arms afterward I end up with a hole in the geometry. For now, all i can say is that doubles are not removed and edges arent marked. The point of marking edges as sharp is to have an easy time selecting a created garment afterward, as well as splitting those edges with Edge split. In your blend click on Shift H to isolate the selection, remove doubles, Select - Select boundary loops, mark sharp. Press Alt H to reveal hidden The line you're seeing are doubles. The mesh is split along it. When you cut the mesh along this line, you get two vertices instead of one Also, when you extrude the mesh, the side geometry is created along this line Since this is a repetitive issue, i assume you're doing it wrong. Make sure you have the whole mesh selected with A before removing them
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Post by HugHug003 on Oct 19, 2024 13:00:40 GMT -5
mauvemorn how often do I need to be removing doubles? I guess I thought I just did it at the beginning when I select the whole mess and do tris to quads - remove doubles - and then start cutting. Is there a point after I make cuts I need to repeatedly remove doubles?
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Post by mauvemorn on Oct 19, 2024 13:20:56 GMT -5
You do this at the beginning, then doubles appear only when you create them yourself by splitting the mesh with Edge split. In your case, they were not removed at the beginning, make sure the mesh is fully selected when you do this.
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Post by HugHug003 on Oct 19, 2024 14:59:05 GMT -5
mauvemorn Is doing Mesh - Edges - Edge split, the same thing as adding the edge split modifier btw? If not, which should I be doing, and when?
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Post by mauvemorn on Oct 19, 2024 16:45:28 GMT -5
If you have all edges you want to split selected, yes. Using the modifier saves you from selecting them ( select one edge marked as sharp, Select - Select similar - Sharpness)
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Post by HugHug003 on Oct 19, 2024 22:06:09 GMT -5
mauvemorn ok I realized why I was skipping remove doubles. It's because I can't select a section with "L" after I remove doubles. That just selects the whole mesh. So I was skipping remove doubles until the end so I could easily select each part of the body. I also have not been marking sharp. I've been using edge split after ever time I bisect. I was going off memory instead of that post and confused the two techniques. So starting over I am now at this point where I've done tris to quads & remove doubles, and then I've made 4 cuts using bisect and after each one marked the edge as sharp. On the backside of the dress I did have to merge two vertices that were close to each other because when I tried to select this area it still selected the neck because the bisect line on the front didn't exactly match the back bisect line even though I was in ortho perspective mode and view from the front. Hopefully that's okay? Then I have this area that has marked edges but don't know what to extrude. Do I select the whole section like this and extrude? If so it looks like this with the whole dress moved forward, and if I use G to move it backwards, there is no protruding edge like I wanted. No mater what axis I extrude on its the same. If I extrude, right click, and then do scale like I did on my last project with the top, the sleeves dont match up and clip the arms. I just have no clue how to extrude this to get the edge on this mesh. I also do want to add that second strap but I cannot figure out how to get it to look like it goes straight down from the top of the shoulder to the bottom of the armpit (like the original reference pic I sent) in the game because every time I try it curves on the shoulder. This picture is an old version of the dress but every attempt at the shoulder strap curves like this (ignore the bad texturing and shadows it was just a test) Lastly, is there a particular time of the day you check/reply on these forums? I'm central time zone and I have to wait like 9-10 hours for each reply so I'm either going to bed too early to see a response or waking up too late to get in that sweet spot. No rush on your part, I just want to see the response asap so I can get to work on the fixes since I have people waiting on my release. But I am home 4 days a week all day so I can adjust my schedule fairly easy to be online during that time.
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Post by mauvemorn on Oct 20, 2024 13:07:34 GMT -5
All files are in the bin Thats why you mark edges as sharp. You can press L and choose UVs to select the mesh by uv islands Ah, that explains why your uvs were created in the bottom left corner. Dont do it at all. You want the mesh to be split only along edges marked as sharp, not everywhere, at the very end. So long the selection does not end at the bottom of the dress You need to extrude with Alt E - Region ( Vertex normals ). This extrudes the mesh along normals or outward This is how this area of the body is meant to behave. You can try changing a pose and cutting, but it most likely wont help - make the rig visible and selectable; - select it, switch to Pose mode, select shoulder bone, press R, rotate; - select the mesh, in the armature modifier make sure the right rig is selected, then enable all buttons; - in Edit mode disable Limit selection to visible, hover over the arm, press L, choose UVs instead of Sharp; - cut with Bisect, mark; - once done with all of that, select the rig, in Pose mode select all bones with A, clear all transformsLastly, is there a particular time of the day you check/reply on these forums? I'm central time zone and I have to wait like 9-10 hours for each reply so I'm either going to bed too early to see a response or waking up too late to get in that sweet spot. No rush on your part, I just want to see the response asap so I can get to work on the fixes since I have people waiting on my release. But I am home 4 days a week all day so I can adjust my schedule fairly easy to be online during that time. I live in Eastern Europe, so its (GMT+3). I check the forum from the computer from 11 a m to 11 p m or so. So it is 1 pm in Chicago right now but 9 pm for me, + 8 hours
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Post by HugHug003 on Oct 21, 2024 4:26:17 GMT -5
mauvemorn alt e doesn't look any different than e that I was doing before. Am I supposed to have anything else ticked or selected somewhere. It still clips into the arms
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Post by HugHug003 on Oct 21, 2024 4:28:18 GMT -5
mauvemorn sike nvm I see I was supposed to hold it down together
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Post by HugHug003 on Oct 21, 2024 7:27:04 GMT -5
mauvemorn I've got the angle good now but the last two things before I work on a better texture are the shadow and the kinda wonky edge. In my package file I did "make blank" for everything except diffuse since I still have to learn to bake and all that, but there is still a shadow on the shoulders. Why is that? And secondly, the straps are a little bit jagged. I tested it on other bodies and it seems consistent. Would anything help that or is it just always kind of like that in this upper body area when you don't opt for the texture route? package & blend
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Post by mauvemorn on Oct 21, 2024 9:14:41 GMT -5
is there a reason why you're starting a package from cc? cause this is what it looks like without the original package in Mods folder As for the strap, it moves and morph exactly like the body underneath, exactly as it should be. If you were to edit anything responsible for these processes, the body would clip into the garment. You could move uvs with the body's ones, but you'd be doing it blindly, having to restart the game every time you make the change. And if the main culprit are weights, youd be doing all of this for nothing.
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Post by HugHug003 on Oct 21, 2024 18:18:35 GMT -5
mauvemorn oh I just keep a "test" package ready for me to import and test stuff I make quickly. Didn't realize it was defendant on cc this whole time. Not sure what you mean about move uvs with the body's ones but I' just texture it for now. I'm pretty happy with the shape as of now, just going to make the arm strap a little more uniform by moving some vertices and see if that helps.
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