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
pricing aside (because I don't believe it's all that important)Udjani said:A lot of people speculating on Concords faliure being about how the game looks, but maybe there's just too many games. At the same time Concord came out Spectre Divided and Deadlock open beta started (both free). These multiplayer games are also starting to look a lot similar gameplaywise, maybe paid reskined Overwatchs and Counter Strike is not what gamers are looking for