Question in the title. I know it can't be all crazy with no type of sensible vertex flow, but does it need to be as elaborate as the physique of the body? I would presume not, especially for baggy clothing items, but just wanted to ask.
I have limited experience, but for pieces of clothes that will recieve some kind of cloth simulation what has worked best for me is even quad topology.
Otherwise, following similar topo as normal body topo usually makes sense.
Cloth does work best in straight even quads. Simplest example would be a cape. Just made from a plane with a lot of spans. But its common to have a render geo wrapped to the sim geo.
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But its common to have a render geo wrapped to the sim geo.