so do most people uses marvelous designer now for all cloth stuff or is it still relevent to
do hand sculpted stuff in zbrush ?
The latter seems to take forever/tweaking, mucking about and its hard to actually gauge how it will look after it is baked down.
Because as we all know everything looks nice in zbrush then instantly terrible in all other situations
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Well ... here are 672 character outfits of one of the most popular game on the planet, none of which using any cloth sim :
https://skin-tracker.com/fortnite/skins?rarity=1&slot=Outfit&sort=3&limit=1
Now back to practical stuff : Blender indeed has some rudimentary but reliable cloth sim that can be leveraged. It has fewer levels of abstraction than MD in the sense that it isn't using any real world sewing analogies like darts, seams, and so on but rather operates at the regular vertex/polygon level - which I feel is a good thing as it keeps things barebones and straightforward. One interesting path would be to convert polygon panels to triangle-based tesselation before running the sim : https://blender-addons.org/boundary-aligned-remesh/
Ultra fine details like seams get mostly placed with floaters a second UV set and shaders or in substance painter, rarely in zbrush anymore.
yeah well, you definitely need to tailor the clothes in clothsim and the artists need to understand sewing patterns and their influence on folds better these days. just some pattern with sim on top will usually not look great
But you can certainly scan historical clothes, there are tons of suppliers worldwide for historical costumes - for movie productions for instance.
stuff that doesnt exist will obviously not be scanned, but likely be simulated.
- create layer
- project cloth on body,
- store morph,
then use that morph for sculpting those concave places where cloth should touch the body to fake the collisions.