So, since I didn't know how to reverse the original UV, I used Data Transfer to send the UV from the High Poly mesh (Which I had good) to my Low Poly (Which is the mesh I used for the CC, and when passed it came out like this those distortions. And in the UV map, it happened because in the tutorial a high poly mesh is used to do the bake and the rest of the textures, but something had gone wrong at the beginning when I did the paint vertex thing that replaced the original UV of my mesh of MD with another all strange, since from what I understood that I was wrong, I did it with the UV_0 of my mesh instead of the uv_1. Oh, I understand! That was not with that, the ones that are seen directly in the mesh were me manually eliminating edges and creating new faces with the F key, that trying to fix what looks broken after eliminating the unnecessary faces of the solidify. With Sims 4 Studio, Blender 2.7 and the Sims 4 itself I was avle to troubleshoot the skirt I made last video, improve it and finally complete it.
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