Quote: Originally posted by makiura
Hello. I was trying to edit a pair of ts4 boots to make lace-up tall boots for males.
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To salvage that mesh is some work, but your mesh can be done. To re- unwrap in Blender 2.9x (I'm using 3.6LTS), select all and merge by distance with sharp edges on, then in UV edit, seams from islands. On mesh side, select a seam, then use select similar seams. Then mesh, split faces by edges. That's the basics. If you export as object, convert and transfer bones in MTK, splitting is done automatically in MTK.

Next, select the edges that run along the back of the boot upper, and mark as seam, then split. Select all and unwrap.

If you want to split front and back of upper, you must use knife tool to cut a new edge, because of how much the boots were decimated.

Unsplit the seam on the back edge.

You can select just the boot upper, and unwrap.
Yes, laces are very high poly, and basic morphs from a transfer explode spectacularly in most cases. The morphs must be hand made, but it is a long and tedious process the way I do it. Sorry I never finished the tutorial I was working on.
An FYI regarding tall boots... you can have textures that cover the lower leg area, since the boots will hide the texture that will end up on the legs. BUT, you MUST keep the texture below where the leg needs to show skin texture. Stretching your texture a little will make it easier to then match the UV to it, which you must do manually, with texture imaging on.
Shiny, happy people make me puke!