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Let's continue where we left off
in the last video.
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We now have our clothes mesh in Blender
and can continue
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to add details and model
the rest of the outfit.
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Before we do that,
I wanted to show you how you can approach
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creating clothes in Blender,
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in case you don't use Marvelous Designer
at all in your pipeline.
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To be honest, this is something you can
approach in a thousand different ways.
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Creating the high poly cloth mesh is
absolutely independent
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of your character model
and your choice of software.
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You can use Blender, ZBrush, 3D Coat,
Maya, or Max.
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Basically, this is just straight up modeling
and sculpting to create whatever you want.
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I mean, you can start with a cube
and sculpt your clothes from scratch,
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or you can use polygonal modeling
techniques or actual cloth simulation.
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There are, for example, a couple of add-ons available
on Blendermarket for cloth simulation.
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The native blender cloth simulation
is very basic, but you can use it
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as a starting point and then refine
the mesh with modeling or sculpting tools.
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What I would like to do in this video,
though, is to quickly go
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over two different approaches
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that I sometimes use in Blender
to get a basic clothes shape to start with.
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The first approach is to use the character
mesh and duplicate
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parts of the mesh to be used as clothes.
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Since our metahuman character comes from
a game engine, the mesh is triangulated,
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and since squats are much more convenient
to select edge loops, extrude and so on,
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we can convert the mesh to quads
by using the "Tris to Quads" function.
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The result is usually not perfect,
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but we can still work with that.
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Now select the mesh part that you want,
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for example, a T-shirt shape.
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Then duplicate the mesh and press P
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to separate it from the body.
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Then you can clean it up a bit.
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For example, I want the bottom edge
to be zeroed out in the Z-axis.
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Select the edge loop, press S to scale,
then Z to select the Z-axis,
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and type 0.
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Then we want to smooth the mesh a bit.
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You can go into sculpt mode and either
smooth the areas
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you want manually
by using the smooth brush
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or use the mesh filter
to smooth the whole mesh.
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Select "Smooth" in the dropdown menu,
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then left-click somewhere in the viewport
and drag your mouse to the right
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while holding the left mouse button.
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You can also use
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the mesh filter to inflate the shirt
or just scale it up in edit mode.
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But be careful in areas like the armpits
where you might get overlapping geometry.
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Use the smooth brush to smooth it out
if needed.
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Repeat the process to create pants,
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stockings, gloves, or whatever
you want to make.
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The second approach I want to show you,
is to use Blender's cloth simulation tool.
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Let's create a plane
and subdivide it a couple of times.
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And delete these faces.
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So this will be the front part of our pants.
To get the back part,
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let's extrude the whole mesh
along the Y-axis.
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Next, we need to create sewing lines.
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The way it works in
Blender is by creating edges
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that connect the front
and back of the cloth mesh.
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In X-ray mode,
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you can select all the faces here
and then delete "Only Faces".
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This will leave
the connecting edges intact.
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Now let's delete the edges
we don't need for the torso
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and the legs.
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We can now activate the cloth physics
in the physics properties tab.
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To activate the sewing,
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go to the "Shape" section
and activate the Sewing checkbox.
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Let's set the sewing force to 15.
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We want the clothes
to collide with the body,
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so we need to make the body mesh
a collision object.
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Now we can press the spacebar
to start the simulation.
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If you want
the clothes to be closer to the body,
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you can decrease the outer and inner thickness
in the collision settings of the body.
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Well, it looks like the simulation
is creating problems
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in the crotch area, so we probably need
to increase the resolution of the mesh.
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If we subdivide it again, we will have to recreate
our sewing edges as well.
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You can also add a subdivision modifier
to see how it would look like
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with more resolution.
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Okay. I think this is good enough for me.
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So let's apply the cloth modifier
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and close the gaps
between the front and back part.
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You can either merge the vertices
manually or by distance,
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or use the "Bridge Edge Loop" function,
which usually produces better results.
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You have already seen
how you can smooth the mesh in sculpt mode,
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but you can also use the "Smooth vertices"
operation in edit mode.
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Go to vertex and choose "Smooth vertices".
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This gives you a bit more control over the
smoothing strength, number of iterations
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and which axis should be considered.
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Since I want to still retain some of
the clothes shape I uncheck the Z-axis.
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So those were the two approaches I wanted to show you
to create a basic shape.
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From here on, you can, for example,
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use the multiresolution modifier
to sculpt folds and other details.
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I won't take it much further
in this video,
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but just to show you one more thing,
you can use alpha brushes if you want.
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Create a new texture and click on Open.
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For example,
I have this folds brushes pack,
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I bought an Artstation a while ago.
Select the brush, then set stroke to,
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for example, "Drag Dot"
and the texture to "View Plane".
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Now you can use this texture as a height map
(if you want) to sculpt some folds.
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I use the same process to create the vest.
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If you have areas
where the body clips through the clothes,
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an easy way to fix
this is to use the inflate brush.
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Well, alright then.
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How you proceed from here
is entirely your choice.
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I will go back to my outfit from Marvelous
Designer and continue from there.
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To complete the outfit,
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I first create some shoes.
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Nothing sophisticated,
just a simple model.
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We will add details in the texturing process later.
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As I said before,
this modeling part is totally arbitrary
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and is in no way specific to,
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or the focus of, the customization
workflow of the MetaHuman characters.
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So I will speed this up
and briefly comment on what I am doing.
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Create a plane, resize it,
and apply a subdivision modifier.
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Add loop cuts and shape it to roughly
fit the foot.
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Add a Solidify modifier
to give it some thickness.
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Then add a cube and use the same techniques
to roughly shape it to enclose the foot.
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I then just basically duplicate parts
of the mesh,
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separate them and pull them in place
in sculpt or edit mode.
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Pro-tip: If you want to apply all modifiers
on multiple objects,
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you can select them all
and then use "Convert to Mesh".
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Add a Mirror modifier
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to create the second shoe.
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Next, let's add some accessories.
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The cape needs to be held in place
by some buttons and I want the character
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to have a shoulder pad with fur.
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Use the hair particle system to create
the fur and groom it in particle edit mode.
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To create objects like belts I use the
Shrinkwrap modifier, so the belts
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fit the body nicely.
Create a cylinder and delete the top and bottom faces.
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Then scale and position it such that it is
fully inside the body mesh.
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For the wrap method choose "Project",
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and play with the offset
to bring the belt out.
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Then add solidify and subdivision modifiers.
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For the belt buckle,
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I use the wireframe modifier here
to get the basic shape,
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and since I haven't applied the modifiers
on the belt yet,
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I can add edges and create a hole
for the buckle.
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Finally, I model a bracelet,
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and then begin working on the helmet.
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As I've shown you before, I duplicate
a part of the head mesh to start with
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and then use the popular mirror technique
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to continue modeling
and shaping the helmet to its final form.
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As a final touch,
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I add a necklace.
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Well, that's all I want to add to our Hero character.
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Now, let's take a quick break
and talk about a very important question:
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What do we need to think about
when we work on our character?
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There are two things
that should be in the back of your mind
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when you make decisions on what
type of clothes and props you want to add.
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The first is a minor point
which is "Resolution".
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You will need a low poly version
of every mesh that you create.
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For some objects
like the belts or buttons,
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I don't even make a high poly version
and rather add details through the textures.
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But if you would like to sculpt details,
there are two things
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you can do to avoid having to retopologize every object later.
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One is to make a copy of the lowres
version before you begin adding details.
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This way you'll get your low poly version for free.
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The other one is to use the multires modifier,
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so you can go back to your original model
at any time.
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The second point to always have in
mind is one
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that has massive implications
for your clothes model, which is "Movement".
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We are not making a static sculpture.
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This is an animated character,
so everything we attach will move with it.
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You basically have four options
to attach something to the character body.
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One is rigging, and skinning.
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Two is rigging and cloth simulation in engine.
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Three is a static mesh,
and Four is a skeletal mesh
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with its own rig for physics
simulation in engine.
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We will look into all these options later.
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The most important one is the first one:
rigging and skinning,
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Because most of the clothes
components will be skinned,
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including the hard surface
elements like the Cape buttons here.
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You can't just add them as static meshes
to the character blueprint
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because they would clip
through the clothes and body.
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So it's important to consider
how the character mesh is deforming,
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when we place props on the body.
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Avoid placing elements
that would stay rigid in real life
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on areas with high deformation probability like elbows,
knees, shoulders, or the waist.
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For example, rigid objects like pouches
or armor pieces
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around the waistline
are a common design element,
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but will give you trouble.
The same goes for metal knee pads and things like that.
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You can adjust the way
such elements deform in the weight painting
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and usually get away
with a little deformation,
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but sometimes you will run into serious problems.
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Elements like headgear, on the other hand,
are usually not problematic
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since the head does not deform.
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00:13:14,766 --> 00:13:18,933
Helmets, goggles and similar objects
can be just added as static meshes.
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00:13:21,266 --> 00:13:23,300
Another common issue is wide clothing.
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It's tempting to add wide coats, capes
and stuff like that, but it's sometimes
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close to impossible to make it look good
during animation in Unreal Engine.
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Except if you go for the Alembic workflow
and import a simulated cloth animation
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from Marvelous Designer.
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00:13:40,066 --> 00:13:43,733
So out of the four options
mentioned above, skinning is the easiest
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to implement and gives consistent
and good looking results for animation.
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So as a general rule for skinned clothing:
The closer you keep to the body, the better.
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Garment items like our cape here will be skinned,
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because we want the top part
to move with the shoulders and the spine.
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00:14:00,733 --> 00:14:03,166
But for the lower part
we will have to use cloth physics.
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00:14:04,000 --> 00:14:08,066
To sum up, there is no right or wrong
way to design and model clothes.
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00:14:08,966 --> 00:14:13,500
Every outfit will have its own challenges
and issues depending on the design and topology.
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00:14:13,900 --> 00:14:16,666
Don't be afraid
to take risks and experiment.
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00:14:16,833 --> 00:14:20,466
Over time you will develop an intuition
on what will work and what won't.
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00:14:22,733 --> 00:14:23,666
Alright...
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00:14:23,666 --> 00:14:24,566
In the next video,
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I would like to go over
some final questions
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00:14:26,666 --> 00:14:31,100
on this part of the clothes creation
pipeline, such as file organization,
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00:14:31,100 --> 00:14:35,566
optimization, how and when to add thickness
and the question of details
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00:14:35,566 --> 00:14:38,566
And then we will proceed to
retopology in Chapter 6.
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