And only now you can split the mesh into meshgroups. Then you can bake textures and make lods. Import the mesh from md, cover holes, transfer weights and uv_1, vertex paint, delete all parts of the body covered by clothing, make uv_0, join the body with the garment, assign the type and the cut number, import in s4s, check how it behaves. So you clone a similar maxis dress, export the blend, open it, save it under a new name, join all meshgroups into one ( this is your reference now). you should adapt the mesh as one meshgroup, check how it behaves in-game, then you can split it. In short, making a dress? Clone a dress of the same length, use it as a reference, and import your blend there. If you're going to use it as a reference for the data transfer, you need to make sure that whatever you clone to start a package is also affected by these bones. Remove from Mesh - If youve got a separate mesh piece of geometry you. a dress can be affected by skirt and foot bones. An overview of the workflow and creative tools used to create and modify clothing. the uvs are in the sections for tops and bottoms To understand how something should be made just study a similar maxis mesh.Ĭlone a maxis gown, export its blend and pay attention to the next 4 things: About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright.
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