MAKING 3D ITEMS - 3D MAYA
Other

Removing Body Boundaries

11min
step 1 preparations before creating an item, download the required file ( preparing 3d modeling docid\ pllr2xqd6 cgcfiqq4dnt ) import the downloaded file and the created clothing object in maya the female torso v and guide mannequin provided in the female torso fbx file are provided in an a pose 2000 combine the female torso v and the created clothing object into one object the material name of the female torso v must be skin 👍 before combining, it is best if you remove the parts where the model overlaps and hides each other 2892 import the downloaded preparing 3d modeling docid\ pllr2xqd6 cgcfiqq4dnt and edit the joints to be in the a pose modify the rotatez values of shoulder l and shoulder r to 7 5 and the upperarm l and upperarm r to 40 step 2 removing the body boundary select the necessary joints and do bindskin 📘 please refer to the following guide 3d rigging clothing docid\ d7lknm05mfw13xqanut9a 2000 copy the mask weight value to female top and make sure that the weight value on the end of the female torso is the same as that of the mask 👍 when doing copy skin weights, make sure the pelvis value is set as translatez 0 001 before you copy 1654 paint the vertex of the mask that overlap the female torso black (0) leave the other parts white (1) 1399 when this process has been finished, do unbindskin the mask to remove the weights and clear the history 3161 select the created female top, mask, and joints then select export 1013 apply the converted costume in unity and make changes to the deformation values to check if the parts connecting the female torso to the basebody such as the neck and arms appear smooth ❗️ caution if the shading is severed or the mesh is not joined, this can be a cause of rejection during reviews 1600 👍 keep to a few simple rules when using the female torso and you can modify it into the shape that you want do not modify the end of the female torso which touches the base body because the female torso has been modified from the base body, the uv is the same as the base body make sure not to modify this uv modifying it will result in a subtle color difference in the boundary between the base body and the female torso 1056 1471 step 3 precautions if the female torso and the normal of the base body are not aligned, a line may appear in the boundary 1554 the normal direction of the female torso and the base body can be viewed by clicking display > polygons > vertex normals in this case, you can import the female torso fbx again and change out just the body part, or overwrite the normals of the vertex along the boundary with the normals of the base body vertex to fix the issue 2366 select the boundary area and the vertex of the row immediately below it then create set 1 by clicking create > sets > set 2000 select the mask and set 1 in order then select and apply mesh>transfer attributes (options) 2000 select female top and mask, and remove unnecessary information from edit>delete by type>history delete set 1 as well which is no longer in use 2000 a line appears because just below the boundary, the vertex normal becomes disconnected select this edge and apply soften edge to it 1814 checking the vertex normal again will show you that the vertex normal of the boundary area now matches the other areas rig with this resulting object again 2215