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Modeling clothes for Real Time.. do I add thickness and how to handle this in rigging?

artbywaqas
polycounter lvl 13
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artbywaqas polycounter lvl 13
I'm creating clothes using Marvelous Designer. My question is what is the right way to add thickness and how would I prevent self intersection and rig it properly for games. I'm using Unreal.

  I see lots of tutorials showing how to make the entire garment thick in zbrush but I don't see how this is practical or even necessary unless you are making clothes with very loose sleeves or accessories like scarves and belts. 

Also do you recommend any good up to date tutorials that cover this specific topic of modeling clothes for games?


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  • Fabi_G
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    Fabi_G veteran polycounter
    Hi! When skin-weighting double-sided cloth in the past, transferring the weights from a simplified proxy mesh to the complex cloth worked well. Storing skin-weights this way would also allow to re-apply them when the cloth mesh was iterated on. Depending on the situation, you might be able to transfer skin weights from the body or lower layers of clothes as well.

    I think when you want clothes that move a lot, you'd want to prototype that early, to not recognize at the very end that you're unable to implement it convincingly.

    I would pre-plan what needs actual thickness, what needs to be simulated and what can be simplified. Simplifying might make it easier to skin, requires less geo and UV-space, hence I would try to simplify as much as possible.

    I think there can be lot of different situations, perhaps it's best to try and when in need/ doubt get eyes on the specific issue here. 
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