The reals meshes relating top the UV templates?

handel_035c4ce6handel_035c4ce6 Posts: 460
edited November 2018 in New Users

The clothing and the shoes I bought come with UV templates. But the real meshes are made from several separated parts while in the templates all those parts are combined in a single mesh. what I exactly mean - the screen shows a real UV template. But the mesh from which this template is made is actually created by combining several parts wich have seemingly random outlines. To explain better what I mean I will add 2 screens. The screen in the left shows a real Daz template with clearly defined back and front parts. The screen at the right shows the real mesh with highlighted separate part which have seeming random outlines and includes parts both from the front and from the back oart of the clothing.

So my question is - why those meshes are made in this way from separated parts?

Tank Top.jpg
2048 x 2048 - 1M
the_real_mesh.png
630 x 779 - 88K
Post edited by handel_035c4ce6 on

Comments

  • well the UV is most likely the same, it just has two polygroups, surfaces whatever 

    the UV simply shows how a texture will map to it flattened out/unwrapped 

  • Syrus_DanteSyrus_Dante Posts: 983
    edited November 2018

    The front and back patches of the shirt in the UV template are also called UV islands. Those have no real connection with the face groups. The shirt is just cut into pices like a real shirt would be sewed together.

    However the shirt I think is a single continious mesh and not seperated into those UV islands. Since you work with Blender I test if its connected with hovering the mouse over the mesh and pressing L to see if everything gets highlighted. If you only want to select one of those UV islands do the same in Blenders UV-Image Editor hover themouse over one of those patches and press L in Face selection mode.

    The rather random outline of the Face Group (vertex group) comes from the Transfer Utility process where someone had selected to 'project' the figures Face Groups in this case of the abdomen to the clothing this will most likely result in such jagging groups. It dosn't matter for rigging / conforming clothing because the weight maps are also projected and are much smoother.

    Projecting the figures Face Groups to the cloth is actualy very handy because you don't have to care about creating those by hand before you convert such a static object into conforming clothing.

    Post edited by Syrus_Dante on
  • handel_035c4ce6handel_035c4ce6 Posts: 460
    edited November 2018

    However the shirt I think is a single continious mesh and not seperated into those UV islands. Since you work with Blender I test if its connected with hovering the mouse over the mesh and pressing L to see if everything gets highlighted. If you only want to select one of those UV islands do the same in Blenders UV-Image Editor hover themouse over one of those patches and press L in Face selection mode.

    Damn! I posted 2 images to show exactly the the partially highlight. no idea why they disappeared.

     

    Edit: Now I see them.

    The rather random outline of the Face Group (vertex group) comes from the Transfer Utility process where someone had selected to 'project' the figures Face Groups in this case of the abdomen to the clothing this will most likely result in such jagging groups. It dosn't matter for rigging / conforming clothing because the weight maps are also projected and are much smoother.

    Projecting the figures Face Groups to the cloth is actualy very handy because you don't have to care about creating those by hand before you convert such a static object into conforming clothing.

    Thanks. So It is the conforming utility which makes it such and it has nothing in common with the morphs, right?

     

    Post edited by handel_035c4ce6 on
  • JonnyRayJonnyRay Posts: 1,744

    The rather random outline of the Face Group (vertex group) comes from the Transfer Utility process where someone had selected to 'project' the figures Face Groups in this case of the abdomen to the clothing this will most likely result in such jagging groups. It dosn't matter for rigging / conforming clothing because the weight maps are also projected and are much smoother.

    Projecting the figures Face Groups to the cloth is actualy very handy because you don't have to care about creating those by hand before you convert such a static object into conforming clothing.

    Thanks. So It is the conforming utility which makes it such and it has nothing in common with the morphs, right?

     

    I believe, although I may be wrong, that this projection makes it easier for the follow morphs to work. For example, if a morph changes the Abdomen1 face group of the figure, then the tech that allows that morph to also affect the clothes knows it needs to adjust the Abodmen1 face group in the clothing.

  • I don't think grouping is essential for DS. It was needed for Poser, using the CR2 exporter and possibly using the DSON Importer, and it does allow for selecting bones by clicking on them (which is certainly useful) so I think QA does require it for the Daz store..

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