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 thereanyway to avoid this. the thickness of cloth is generally very…
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…
I apologize if I misunderstood your question, but can't you create the edges through a Blender-like solidify modifier? 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…
That's interesting, thanks for sharing! The non-welded edges are really a weakness of the shape key method, it's always necessary to merge doubles in the end of the process. That's also why I start the retopo on MD. It's a way to make sure the vertices will line up in the end and the edge flow is okay (well, as okay as my…
In 3ds Max the Shell modifier has four uv options for the new edge, basically: none, smear the edge uv, extend and stitch to main uv, or make a separate uv strip. It's pretty nice, just used this.
looks pretty nice. I can do the same thing in max or blender, but it does not weld the edges( does couture do this?)still does not address the thickness issue though EDIT so i am thnking that the best way is to add the thickness after I finished the sculpt, because sculpting on a mesh with the extra thickness sucks , need…
@birb looking through yuo answer above ie adding thickness to both high and low poly in blender or whatever is a good solution. the only problem was the uv's at the edges when yuo add the thickness. will look in to that again in the new year
the problem with these typre of techniques overall is that you get a grid like retopo, which does n't follow the flow of the high poly MD mesh, so you get that stepped effect where the mesh changes direction there is no substitute for manually placing, but this does at least give a relatively quick way of blocking out and…
@Kanni3d - yes i think that probablly the way to go. i didn't do myself any favours by making the mesh very wrinkled BTW, but columbo does have quite a wrinkly mac :)@birb - thanks for that, will look through that technique, but I may have found something cool also I have to have time to digest new info :) I had a great…