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Cothing - Texture folds vs. Engine solution folds - When it too much, too much?

polycounter lvl 12
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Ace-Angel polycounter lvl 12
Hey to all, I have question, and was hoping to hear your feedback peeps!

How would or could someone go about, for a lack of better terms, measuring the amount of detail that would be accepted on a piece of clothing (especially free form, like a long loin-cloth) in texture form vs. one that is engine solution driven on a dense mesh?

I know it sounds kinda silly, but the reason I'm asking this, is due to how usually 'static detail' on a mesh can seem, especially clothing, to be fighting the movement detail of a physics based animation on said piece.

Cheers.

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  • Bal
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    Bal polycounter lvl 18
    As with most of these kinds of questions, the answer is "it depends".

    If your fabric is really free to move alot with your real time physics solution, usually any baked in or modeled information (folds etc.) are going to look quite strange on it, so you'll want to keep it subtle.
    But sometimes you'll just be adding subtle movement of a more rigid piece, in which case having baked in / modeled folds will be fine.

    You can't really expect real time physics to generate such great looking folds anyways, with current gen you'll get a more pleasing results for folds and stuff doing them manually. Real time physics is better to just handle subtle movement (long rigid/thick clothes, like coats and such), or large initially flat surfaces (capes, scarves, long hair).
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