I prefer to use edges in Zbrush to add the thickness of clothing or use thickness only on the parts that need it or are visible, works better in DS I tried before making clothing with natural thickness but DS will blow it up on some point, you can't use smooth modifiers and other stuff, if you do stuff just for yourself that is ok but if not then there will be a lot of headaches to adjust fit morphs with this kind of setup, and you need to create new shaders for it as well, most artists use this stuff just for one simple render as it is hard o fix when you load another body morphs on the figure. Īltering the geometry will always change the vert count. You can't change the thickness of the clothing if you create a morph and that is what we were talking about, you can do it if you design new clothing or you just update your old clothing for just one pose in the render. ![]() It makes me even more anxious to give it a go. I'm not saying you aren't correct, I just don't fully understand it. Since IRay will render both sides of a surface normal, it looks like cloth, but if you add thickness aren't you adding a new surface normal to that other side? At the very least, you are adding surface normals along the "edge", right? How can adding thickness NOT change the vert count? ![]() A lot of the clothing I bring into ZBrush from DAZ is basically a plane. ![]() admittedly, I haven't gotten my hands on it, yet, to see first hand, but I'm a little confused. ![]() When Collision volume is on, it getting little slower, so when working with cloth brushes just set it off. No it don't, I loaded it as morph to DS, check render below from DS with morphįor correction morphs you need to use the inflate function, and before doing anything set the Collision volume on, the brushes doing amazing job too for corrections morphs, amazing new tool and huge time saving.
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