Hey @NairuZa all issues that i listed - technical 3d model issues that needs to be fixed. There are no option “to fix this and skip this” from list of issues that i wrote. All this issues is important and they should be fixed. As experienced 3D modeler with over 15 years of expirience on background, i can tell you that all issues that i wrote on your collections can be fixed just in couple of minutes or at maximum few hours and there is nothing hard to do.
The most important thing that we check when curating wearables is option to combine all pieces of wearables together without any holes, overlaps, etc. Especially with standard, inventory, wearables. If any of wearable published by publisher have issues with standard body parts / wearables works bad together, then, publisher 3d model needs to be fixed.
Everything should be polished and work perfect with any of other wearables, not only yours.
Hello @theankou 
Hope you are doing good! <3
The female pants are fixed and remade with the good weights 
The Hole is closed for the Female Knight Lvl. 1 Wearable Knight Top, it was the normals being flipped, i flipped it back on the blue side btw 
The hole is closed for the Female Knight Lvl. 2 
The Knight Wearable Lvl. 4 is now fixed also 
The clipping issue from the Knight Wearable Lvl. 5 Top is now fixed 
I will now work on the male ones and i’ll keep you updated for them 
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Hello theankou ,i am the modeller/artist of the collection and will be uploading the fixes soon
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Hello @theankou i’ve hired someone to retopo all the exceeded polygons from the armors, can you please tell me if it is okay for you?
We still have some exceeding polygons but we cannot do more than that as if we do, the animation will be broken and cannot be properly weight painted.
We are around a max of 1400 - 1850 polys max, not more than that 
I’m fixing all the bugs by today and it will be ready for checking again by tomorrow i think 
Thank you in advance for your time 
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Hey can you please take a look at the Upper bodies now please?
Better to checkup everything in two times as that collection is big @theankou 
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Hi @AnyMagik
I will check collection now
@AnyMagik
Upper bodies works much better now, but there is still some small issues left:
-
all upper bodies overlaps with avatar hips on fist pump emote
-
make sure to close holes
-
add handwear categories to overrides → wearables list to all upper bodies, otherwise some handwear wearables from market will overlap with hands on your upper bodies
-
overlap on one of female upper bodies
Also, if you hide any wearables or base bodies in overrides list, you’re able to use some extra triangles according to category. If you hide accessories, you get 500 extra tris. If you hide wearables (handwear, for example) you get 1500 extra tris. As well as materials. Hope this will help with triangles limitation.
Hey will fix those but:
- Level 1 & Level 2 Males are not clipping
- Level 3 Female also @theankou
The rest will be updated by today 
Okay can you please recheck the Upper Bodies?
I’ve fixed the Hips clipping and the holes @theankou 
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Hi @AnyMagik
Looks like I can’t test female wearables from your collection on in-world test server, I’m waiting for response from support team
What about male wearables, I will check them now
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Hey @AnyMagik
I checked upper bodies for male and female and builder and they seems ok for me
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Okay, now about the lower bodies please and feet, what was the issues with it sir please?
I remember we were talking about the joints or something like that
Could you please tell me again aha? 
@AnyMagik you will need to snap pants corner vertices with default avatar hips vertices, this connection should be weight painted to 1 to hips bone, for seamless transition


Hello @theankou
,
There is something i don’t understand
I’ve weight painted the hips to 1 and the UpLegs to 1 also and the avatar keeps having a hole in between the upper body and lower body which it makes no sense at all…
Video of the process:
Make sure to normalize all weights, when you set influence to 1. Blender can set weight for vertex to 1 for two bones at the same time, this is very useful for creating cinema, but very painful for gamedev. So, to avoid that, always make sure to normalize all weights when you do any adjustments during weight paint process.
What do you mean by “normalizing all the weights”?
I’ve did what you asked me, now i don’t understand why it still does not work…
Do you have any reference on how to normalize the weights please?, I’ve never said to do that before man…
Thank you
@theankou
After you set/change bone (weight) influence, select all vertices and click this button

It will remove unexpected influence for vertices
Hello @theankou i’ve fixed the pants, is that okay for you?
I also have to fix the shoes i think, could you please tell me what to repair on those ones 
Thank you a lot! 
Can i please get an answer @theankou ? 
Hello @AnyMagik
Knight boots [lvl 2] seems to be broken
Knight Armored boots [lvl 3] connection between legs and boots overlaps

Knight boots [lvl 1] wrong connection

Irrydian boots [lvl 4] wrong connection

Ancient Irrydian boots [lvl 5] wrong connection

Female Knight boots [lvl 1] wrong connection / overlaps

Female Knight boots [lvl 2] wrong connection

Female Knight boots [lvl 3] wrong connection

Female Irrydian boots [lvl 4] wrong connection

Female Ancient Irrydian boots [lvl 5] wrong connection
