What's a non-destructive way of creating blendshapes for dense meshes these days?
Let's say I have a character using a ton of polys like for AAA games nowadays, and I want to create specific folds for their jacket when they are crossing their arms. In ZBrush, I have the LP in T-Pose with final UVs and subdivisions which I use for baking maps. In Marvelous, I still have the original jacket in T-Pose, though its polygon topology does not match with the LP or HPs.
afaik this would be the way:
1-Create first the LP body animating from T-pose to the pose with crossed arms
2-Use that as an avatar in Marvelous, get the jacket to look the way you want
3-Bring that garment into ZBrush, use it as a base for your LP-in-T-pose-jacket to wrap around and bake details in a new layer
Would such a method work? In that case, let's say I have small assets hooked/attached to the jacket, which would obviously move around and even deform for this new pose. How should those assets be treated?