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We now have
a somewhat finished model of an outfit.
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What comes next is how to make a
game-ready model out of this high poly version.
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This process involves 5 steps:
Retopology,
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UV unwrapping and materials set up,
baking and texturing,
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rigging, and finally skinning and weight painting.
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Before we do all that,
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let's quickly discuss a few points
that are generally helpful to know
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to make your outfit
creation experience easier.
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Details...
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We have already discussed
some options to add details like stitches.
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This is often the question:
At which point do I start adding details?
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In my workflow,
I follow a layered approach.
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First, I concentrate on the big shapes
like the cloth folds and seams
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and the overall silhouette of the character.
This is the stage at which we are now.
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Then I usually add some medium shapes.
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For example, we could sculpt additional
details on the helmets or the clothes.
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And the finer details
like surface imperfections, ornaments
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or wear and tear
are then taken care of by the textures.
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For this outfit,
I will not sculpt any more details,
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but rather refine the look of the clothes
and accessories in Substance Painter.
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The next point is thickness.
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Ideally, you want to have a simple mesh
for all the cloth items.
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You will not only avoid unnecessary geometry,
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it also makes skinning a lot easier.
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However, having only one-sided clothes
meshes looks real bad when you zoom in
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to your character's face.
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We want our clothes to look decently
realistic and have some thickness to them.
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One way to do that is to add a rim.
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Let us look at the shirt, for example.
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You can select the edge loop at the neck,
extrude it and then move it down.
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The other option is to add
a solidify modifier,
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and then tick the "Only Rim" checkbox.
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For some items,
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it's unavoidable to have thickness,
for example, for these belts here.
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It is not optimal, but not a dealbreaker.
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Don't worry about thickness too much.
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It's just something to come back to
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in case you run into some issues
when you are skinning your outfit.
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Next: Optimization...
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When modeling, we are looking
for the optimal look of the objects,
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so we add multiresolution modifiers,
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bevels and loop cuts,
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and sometimes
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we end up with a really dense topology
for rather small and unimportant items.
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Also, when you added zippers
in Marvelous Designer,
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you get meshes with about 6000 faces.
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If you have, say,
six zipper pockets on your outfit,
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it's already 36K polygons for such a minor detail.
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Even though we are a bit generous
with our final poly count for the clothes,
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these things are really unnecessary.
So we can use a rather aggressive
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decimate modifier for such hard surface meshes.
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You can try different values
for the decimation ratio
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and try to find a point
where it still looks good.
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On the bottom here,
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you can see the poly count
you would end up with,
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if you apply the modifier.
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With really low ratio values,
the meshes will begin to break.
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Let's also join modeled meshes
that belong together.
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These two belts, for example,
don't need to be separate meshes.
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But be careful. If you have different
modifiers applied to these objects,
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we can't just join them
but need to apply our modifiers first.
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Before we do that,
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Let's select everything except the body
and move it into a new collection.
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Let's call it "Hero_Clothes_High".
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Then duplicate the collection and call it
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"Hero_Clothes_High_modsappl"
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Uncheck the original collection,
then select all and convert to mesh.
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Oh, I should have deselected the shoulder pad.
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Applying all modifiers will remove the hair
particle system as well.
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Now we can go ahead and join meshes
with Ctrl+J.
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And this leads me to the fourth point:
Organization
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Nobody likes to do this, but it's always
good to rename your meshes appropriately.
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If your blender project crashes
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and you can't open it anymore,
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(which is not a totally hypothetical scenario,
by the way),
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you could append objects or collections
from the broken project to a new one.
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But if you have 15 meshes called Cube001, 002 etc.,
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this can become really annoying.
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I also like to keep stages of the progress
in back-up collections.
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Say for example, you apply all modifiers,
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but later realize
you want to change something,
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you always have the older
model version to go back to.
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Excellent!
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We have a clean and well-organized project
now and will proceed to retopology.
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In the next chapter,
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I will show you different approaches
to retopology of clothes items.
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Those are particularly applicable to
clothes created with Marvelous Designer,
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but also to any kind of high-poly mesh.
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If you created your clothes using Blender,
you will probably already
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have the low poly base mesh
and don't need to retopologize at all.
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I will show you what you need to know
and you can judge for yourself,
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how you want to proceed.
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