Hi. Your mesh is made in a way it shouldnt be, it would be faster to re-make it then try to salvage
1. If you were to look through the maxis catalog, youd find no dress that is shaped like this. All their folds are shallow and this is the reason why;
2. all of them have low polycount, no higher than 10k. Yours is game crashingly high. There are a two causes of this:
- dense topology in tris.
Model in quads and keep particle distance high;
- side and inner geometry. Export the garment as thin and weld from MD. Instead of creating the underside of the skirt, this hole is closed;
3. UVs of the garment must be scaled uniformly unless the difference in quality is acceptable. It makes sense for buttons or zippers to be of better quality than the rest but the front pattern should not be better than the back;
4. Do not join the body with the garment until the latter receives weights, uv_1 and vertex paint. This data must not be overwritten on the body;
5. The reference must be of the same length as your garment or a bit longer, not shorter, otherwise the skirt will receive data from the legs;
6. 3FFF00 is for the skirt area, not for the whole garment;
7. Merge by distance the body, split sharp edges on the garment.
Heres a video that demonstrates how to adapt the garment in blender 3.6 from start to finish, no extra steps are required. If you want this to be painless, follow along using the provided dress. Once you figure everything out, you can go back to MD and edit your dress to be suitable for ts4
- download
this mesh and
this video. Please follow it on the provided example first to not create yourself obstacles. This is a start-to-finish process, you do not need to do any extra steps ( like use 2.7, vertex paint manually, etc ). I used
photopea for image editing but you can use photoshop if you have it