Add thickness to clothes after exporting from MD without adding unnecessary geometry?

Thread Started By Pixel Duster

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#1
I'm trying to achieve this with Zbrush right now, but super open to suggestions.
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#2
I don't know if that's possible, since the sheets of fabric used in MD are pretty much 1 sided planes, you have to add the geometry to it because there is nothing there >_<
to kinda lessen the blow and not use solidify on the whole outfit, I would just put parts that require an inside , for example a skirt on it's own layer in MD
Then seperate that in blender and then either make a inverted dupe of the skirt or soidify just that.
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#3
Hey Zero!! xoxo Nice to see you.

I've actually learned a lot since I posted this question, and the answer seems to be complex and achievable through a number of methods, all of which add some geometry. I am experimenting with panel loops in ZBrush right now and this seems to be the cleanest. Still trying to figure out a good balance between keeping detail and low poly count using zremesher.
In spite of feeling like I have days where I don't make any headway, I find the next morning that a few more neurons are firing. Anyway, it's fun to learn.
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#4
The more I play with ZBrush and understand the crazy interface, the more I think it's brilliant. Quite a learning curve after using other 3d apps, though.
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#5
So I do have another question and it's probably Really noob, but I'm going to ask it anyway. T-Pose shoulders are a bit hard to work with in MD re: getting folds and stuff to fall right. So I tried setting up more of an A pose (I think?) sort of like the default MD avis, but of course when I rigged it the garment popped right back into T-Pose. (lol) But, when I upload to SL there's always an issue with shoulder straps bleeding into the body no matter how I rig them. Is it just best to leave the arms where they are and maybe add more detail with ZBrush, and maybe make garments a little larger around the shoulder area? I finally made some pants and encountered the dreaded sticky pants (!!!!) If there's a reason not to rig in a relaxed pose I will totally take your word for it.
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#6
While on this topic, I found a little plugin that let's me extract .dae files from ZBrush. 

[To see links please register here]


Plugin link is in video description.
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#7
Yeah, I really like the panel loops with inverted elevation for adding thickness. Then can increase subdivision level and use the move topological button to move things around and fix seams/textures. I don't know what the final result will be inworld but this certainly feels good, like sculpting. I am in love with this program. !!!
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#8
Here is the workflow I used: 

[To see links please register here]

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#9
Before anyone new tries anything I've posted here - I still have a lot to learn. Doing it this way is a lot of work and the project can go South really fast. I'm taking a serious of Zbrush courses today that should shed some light on better methods, or at least shed some light here. At the very least this is super fun and comes closer to some of the cool, time-lapse videos I am seeing. 

I pay for digital tutors which is awesome and totally worth it to get from noob to competent. (Hell of a lot cheaper than Gnomon) Packtpub is another good resource. I still have to hunt for specific stuff and Google is not always helpful there. I went to bed last night with lots of broken meshes and UV maps.
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#10
(05-17-2016, 02:03 PM)Pixel Duster Wrote:

[To see links please register here]

Here is the workflow I used: 

[To see links please register here]


Save out of zbrush as an OBJ, import into blender use the blender modifier soldify use the rim option then save and import back to zbrush. A hell of a lot faster and easier.
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