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The tie is probably a matter of texturing, have look at the texture files.
The 2nd issue, the stretched textures are much harder to fix.....
You normally pull the coat down(like you did with the mesh itself) on the UVmap but unfortunate there is no space to do so.
The moment you pull the uvcoordinates down its texture will appear on pants since tops and bottoms share the same map.
The only way to fix this is to move the lower part of the coat to the side, next to the spot were the bottoms are mapped.
To do so you have to temperary regroup the lower part so you can move that part on the map.
But, when doing so.....the morpdata used for the sliderfiles will get corrupt wich forces you to do the same with the morphs and make new sliderfiles.
Not a easy task for a beginner.