I see rig's legs in the file, so I assume that you used nude top as a base file? If you make a dress, you should clone the dress, not nude top.ġ9:38:58 GMT -5 Feyona said: kotii, MD meshes are made to be rendered in 3d scenes in 3D programs, but they are not intended to be used in the game. Many cc makers don't do this, but most of the time you can see flaws in the game when sim moves.Īlso it depends on the item you transfer weight from, and. Check this post by SLYD to see what retopologizing means. Many game objects are built as high poly meshes in zbrush, and then retopologized in 3ds max, blender or other program. Personally when I was fixing MD mesh, I ended up with over 20 blend files and hours of work. People use MD only because it takes minutes to whip up a mesh comparing if you'd had to create it from scratch in 3d program (hours and hours of work), but people don't realize that the main job still has to be done in Blender (weight and uv_1 assignement), and it may take more than 10 attempts. Kotii, MD meshes are made to be rendered in 3d scenes in 3D programs, but they are not intended to be used in the game. I recommend doing this in parts, and then snapping the pieces together.Įdit: I forgot to mention make sure cylinder is at x:0, y:0 perfectly, to match the mesh the best. I used 10 vertices and subdivide while looking at the shrinkwrap in edit mode to determine amount of deformation. You can see using this method I can render quickly a skirt which matches assignment. Do subdivide before finalizing shrinkwrap. I do not think there is a quick way to reassign your vertices to appear cylindrical, so I would recreate the object using a maxis base or using a cylinder, then scale it to size you want, sbudivide several times, then shrinkwrapping it to a swimsuit while preserving z axis. The sliders when applied in CAS are going in the cylindrical shape but your dress doesn't follow that resulting in the cylindrical deformation. I think the vertex weights when assigned are trying to align to the same grid pattern, but there is no match.Įrgo, the weights aren't wrong but the shape of mesh is wrong for the way weights are handled in Sims. So in Sims, you can see all shapes rendered by cylinder parts. ![]() ![]() Okay, so I am looking more at your mesh, and it is not render cylindrical.
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