As kanga mentioned, worry only about the outside of the garments. The inside of a garment (if at all visible) can just be duplicated of the outer, delete what you don't need, and pushed inwards with a push modifier (stacking UVs as well).
The thickness of a garment could also be done post-bake. The edge highlight of the garment thickness could then just be handled with weighted normals rather than trying to come up with a highpoly of a garment with thickness + inners, and relying on baked tangent normals.
Joopson said:I'm exhausted. And I'm not even involved in this thread. Why do I keep reading it?
Morbid curiosity? It's a real shitshow if you can hear the dogwhistles and know who and where the rhetoric is coming from...Joopson said:I'm exhausted. And I'm not even involved in this thread. Why do I keep reading it?
ITZSABO said:How do I make the corners sharp without affecting the shading?Note: The shape is curved