|
Post by newmethod on Apr 1, 2024 10:57:47 GMT -5
Hi! So, I recently got into the idea of wanting to make CC. I've watched a few tutorials on Marvelous Designer, Blender, Zbrush, Substance Painter, etc., but I'm still having some questions that I haven't really been able to find just yet. I have listed some the questions below and would appreciate you all's expertise - When adding buttons, zippers, fine detailing, etc., I'm seeing that I should not add them while in Marvelous Designer and should instead add them in blender? Is there a reason for that?
- When importing meshes into Blender, what should I change the MD UV map to?
- When wanting to add detailing (texture, seams, etc.,) should I do that before or after bringing mesh files into Blender?
- When wanting to add realistic textures, do I need to do that in Substance Painter, Zbrush, or Photoshop? For example, I would like to add knitting, denim, nylon, canvas, etc., to some of the clothing CC I am creating but not sure how to go about showing that.
- When wanting to add multiple swatches to multiple items (For example, I am trying to make a hoodie with a sweater vest on top but would like to have them both have different swatches available to them -- assuming that's apart of assigning an accessory tag someway) how I do that? This would go for denim swatches as well. I've included an example from a creator below.
Thanks!!
|
|
|
Post by mauvemorn on Apr 1, 2024 11:56:04 GMT -5
Hi.
1. You can add buttons in MD but custom made ones. Default ones are very high poly, so you will have to retopologize them. Same goes for zippers; 2. If I understood you correctly, you select all uvs, assign a template, bring uvs back to their original size with S Y 0.5, then put them in the space meant for the appropriate category; 3. You should do that at the very end, after checking how the garment behaves in-game, right before baking textures. You bake them and close the blend without saving. The final mesh must not have sculpted fine details; 4. Most certainly not Zbrush. You can add in in Photoshop, you can plug it into a material in Blender or Substance painter before baking; 5. You can make an accessory texture overlay. Clone gloves, change Sort layer to be higher than that of tops, import textures for a sweater west only.
I should mention that you watched an unfortunate tutorial. Telling beginners to use so many programs is neither necessary, nor reasonable and is a sign that the author does not know how to do these steps in blender, which is not good news. What you're planning on making (a hoodie) will give you a lot of problems, so if the goal is to learn the basics, make a very simple tank top and go back to the hoodie once you have a better idea of how clothing functions in-game to model it correctly.
|
|
|
Post by newmethod on Apr 2, 2024 14:23:44 GMT -5
Hi mauvemorn, thank you for your response!! If possible, could I send you some of my files when I clean them up a bit? I would really appreciate getting more assistance.
|
|
|
Post by mauvemorn on Apr 2, 2024 14:33:38 GMT -5
Sure
|
|
|
Post by newmethod on Apr 4, 2024 8:33:13 GMT -5
mauvemorn, Hello! I am working out of MD. Would you happen to have that program? I am having trouble with the file exporting both the top and bottom when I only have the top selected to export as OBJ (Selected). If this has already been answered I can track down the thread.
|
|
|
Post by mauvemorn on Apr 4, 2024 10:12:24 GMT -5
File - Export - Obj, enable Select all patterns
|
|
|
Post by newmethod on Apr 5, 2024 9:11:22 GMT -5
Hi again! mauvemorn . I really want to thank you for your continued help! I have gotten to the point of having the shirt show in Blender, but I am having trouble with closing the openings of the shirt sleeve, neckline, and hemline. I am in Edit mode and have been doing the following from what I have seen from tutorials: Edge select > E > Left click > S However, it shift the entire shirt not necessarily the point that I am trying to bring in/close. Is it because of my vertex mesh on my shirt? I noticed that it is completely in squares so not sure if this is a problem or not. Blender file: drive.google.com/file/d/1b71pw0HcZQdoVFJW7fjDWgJAtpMEHto9/view?usp=sharing
|
|
|
Post by mauvemorn on Apr 5, 2024 9:47:29 GMT -5
Before making something in MD, check maxis catalog for a similar item. If theres nothing like what you have in mind, either dont make it or modify your idea. There is always a reason for why something does not exist among maxis meshes
1. In-game sims stand with arms down, but the default avatar has them up. If you will simulate loose clothing in this pose, it will behave weird in-game with arms down. The sleeves of your t-shirt are loose, once arms are lowered, they will distort. To make this item work as intended in-game, you need to simulate the garment with arms down. This will make it much more difficult to adapt it later. Since you dont know the basics yet, the last thing you need is more problems. 2. Another problem is the topology. Compare the wireframe density of your garment to maxis ones. Dense topology results in erratic morphing and moving. Remesh makes topology even worse by adding more vertices along borders of patterns. The more faces your garment is made of ( polycount), the more strain it puts on the game engine. Right now your simple shirt has 3 times higher polycount than maxis most complex meshes. 3. Never use Decimate on LOD0, it will make your garment look like crumpled paper and will tear uvs as well: 4. It sounds like you have your whole mesh selected instead of a specific edge loop. Also, it is E, S, Mesh - Merge - Collapse, then select the created geometry and unwrap it
|
|