so i am getting myself in to a terrible stew with cloth in that if you add thickness to the cloth , then your retopo will have to have thickness
this quite frankly is a real pain in the bum, trying to match curves edges with your low poly takes ages. is there
anyway to avoid this.
the thickness of cloth is generally very thin, do having all these extra thin adges can not be good surely?
there again paper thin cloth would also look weird I guess.
it would be nicer if you could bake from the thin version then somehow add tihickness after the bake, maybe with a shell modifier?
then you would just get the edges of the stretched pixel padding ?
Any suggestions for this as its really putting ne off continuing with this
Replies
from here:
https://www.artstation.com/artwork/yb0Jwn
My MD to Blender retopo method uses three meshes (Posed high poly, flat high poly and flat retopo) and goes like this:
- Create clothing and do a quick retopo in MD just to get the silhouette and edge flow right.
- Export thin versions of posed high poly clothing and its flat version after resetting it to 2D. Also export thin flat retopo.
- Import everything into Blender. Transfer HQ posed mesh to flat version as a shape key. Fix and improve flat retopo using vertex and edge snapping tools.
- Bind retopo to flat HQ mesh through Surface Deform modifier and use shape key containing posed version to transform all flat clothing into posed clothing. At this point you can bind/unbind and pose/flatten the patterns to further improve the retopo.
- Select edges requiring thickness, add to a vertex group and add a Solidify modifier targeting it. Enable Fill Rim and Only Rim.
- When in need of real rounded edges I add a Bevel modifier on top of it, again using vertex groups to control it.
Result:
Depending on how you organized your patterns in MD it's a painless, straightforward process. Planning ahead how you'll retopo and texture it will save you a lot of grief.
Shape keys work beautifully with patterns that fit together, but once you start to mix differently shaped patterns like straight hems and welts it becomes harder to line up vertices without unbinding the retopo and doing a bit of manual snapping. I do it near the end, turning the modifier into a shape key on the retopo pattern and turning on the vertex/edge snapping, making the internal vertices snap to the other retopo patterns and the external ones to the original mesh edges so it doesn't lose shape. It's kinda like manually fine-tuning a shrinkwrap, but faster and with a smaller error margin.
It's nothing too hard to accomplish, however all time spent pushing vertices like this is time you're not spending doing the actual retopo. This waste of time is annoying enough I might write a script to at least take care of the inner vertices in the future.
I still didn't encounter any issues with the keys method when doing complex arrangements though. Turned cuffs, wrinkled fabrics, overlapping layers? Bring it on! As long the retopo has the proper geometry to follow the original pattern I found it superior to shrinkwrapping. A bound retopo never projects itself onto the wrong surface like with shrinkwrap may. It'll follow the original mesh without fail.
The back of that top I showed earlier, overlaid with the original patterns on the intermediate steps:
Each subtle gray variation is an independent pattern, I just aligned what I could in MD without overlapping.
Note the misaligned edges of the welt (? I'm not sure of the proper English term) in the back. In this case I didn't bother to retopo such narrow stripes of fabric in MD, doing this just to the body of the top. I duplicated the straight patterns instead, dissolved the edges, cut new straight ones, got rid of any superfluous vertices and bound them to the original. It's a faster way to get the barebones of the retopo, but creates more misaligned loops from the beginning. I'm still ironing out the kinks in this workflow.
You mean unwrap the edges?
1. Create two new materials and name them "back" (if part of the cloth must have inner faces) and "edges".
2. Set the the Material Index Offset in the Solidify modifier to the back material index and Rim to the edges' index.
3. Apply the Solidify modifier.
4. (If there are inner faces) In Edit Mode, deselect everything and select the inner faces—which should be using the back material—by using the Select operator in the Material Properties panel. Hide the selection.
5. Select the edges material using the same method, invert the selection to select the original UVs and Pin the vertices in the UV Editor.
6. Select everything and unwrap.
The edges will get unwrapped around the original UV islands. The inner faces, if any, are overlapping the original islands. Depending on your needs you can move them, mark proper seams at the boundaries and even get straight UVs for the edges using the same material index offset method with the help of a couple of handy UV Editor add-ons.