Hello,
I have to texturing somes clothes for a school project, but I have some troubles with the process. The character will be animate, and we will have to simulate the clothes later so basically for the simulation we don't have any thickness on the model of the clothes (The thickness will be added during the simulation). The clothes have some stitches and seams, but i don't know what is the best process for making this details. There isn't a close up on the clothes, so I already tried to make the details with a bump map but the result is too flat.
Should I have to make the stiches directly on the model with the topology ? Or should I have to make them with a displacement or a Normal map ? Is that not to heavy for a simulation ?
Thanks
Replies
Sim mesh and Modeling are two separat pipelines. Your modeling Geo should always be indepnded from your sim.
Visual Model: Can be messy, but needs enough geo to deform correctly. Can have thickness.
Sim Model: clean quaded evenly tessellated geo. No thickness.
If you are using Unreal here's a good rundown. @5:42
https://youtu.be/FwDT2b-8x9c?t=342