Am I correct in understanding that I need to create UV Channel 2, cut the mesh into UV islands using a pattern similar to the one shown in the image “Guide to the upper layer masking area”? Then create materials with names corresponding to the areas - BellyUpper, LeftArmUpper, etc. Then apply these materials in Maya to the corresponding areas of UV Channel 2. Have I understood everything correctly? I read the Help and don’t understand where UA will get the information about the masking area. In UV itself, there is no way to assign names to each island. Am I correct in understanding that UA will take information from the names of the materials applied to UV Channel 2?
The masking system in inZOI is based on UV Channel 2, where each area of the mesh is assigned to a specific material.
UA (or the game engine) does not read UV islands directly, but uses the names of the materials applied to these areas to determine which part of the mesh should be masked or modified.
It is therefore essential that materials are correctly named (BellyUpper, LeftArmUpper, etc.) and applied to the correct areas in UV Channel 2.
I don’t understand that. I use blender and there is no way to name the individual material parts. Can someone do an explanation for blender users? Thanks
I keep having issues with clipping and body parts being missing, I’m not sure if it’s my weights or the uv2s or both.
I work in Maya, but I think Blender uses the same logic for creating UVs.
Look at the screenshot:
DiffuseUV is how you distributed the UVs yourself, how you find it convenient and how you think it is necessary for convenient texturing.
LightMapUV (shown in the screenshot) is a new UV cut according to how your clothing will be covered by other clothing worn over the one you are creating. Note that this new UV cut corresponds exactly to the areas of the second large square on the right (LeftShoulder, RightShoulder, etc.).
For example, if a jacket is worn over this shirt and the jacket specifies to hide the sleeves (LeftShoulder, RightShoulder), then the sleeves will be hidden. But to do this, you must specify in your shirt in UV2 that your model has LeftShoulder, RightShoulder, etc.
Now reread Help page 03. Masking System and you will finally understand how to make masks correctly: For the body, For the lower layers of clothing, and For the upper layers of clothing.
That sounds like a UV2 issue. The uv2 has 3 sections. The covering region is for items that cover the bottom of the avatar like pants, boots, etc.
The Drawing region is for the upper part of outfits like sleeves and back, etc
The Body region is for parts of mesh that will be covered when something is over it for example a coat, or boots over pants.
Someone took the time to make a pdf that also shows a visual of what each region covers. Do a search on here. Also I use the masking directions provided by inzoi if I’m still confused.
