brkurt wrote:And now to the core of the problem: whose digital clothing are we to measure ourselves against?
If we decide to compare ourselves to the best of Marvelous Designer users, such as RosemaryR, the problem becomes that no matter how detailed the clothing model is, MD creates a unique mesh for that particular animation, and even then does not produce a pure quad result. MD did (or does not intend) to create universal animatable meshes, and the goal of MakeClothes is just that.
So, MakeClothes is intended to be a replacement for Marvelous Designer?
That brings the discussion to a major crossroads:
When you criticize the contributions, are you focusing on the lack of realistic detail for a stationary model, or the problems in illegal intersections and/or folding during an animation?
This has been discussed in detail. With respect to folding, here is the present state of things:
http://www.makehumancommunity.org/forum/viewtopic.php?f=7&t=11326&p=26621&hilit=marvelous+designer#p26621
You've raised an important question here. I have to admit I'm not very knowledgeable in the 3d clothing environment. I know there is a lot of clothing for poser. Most of those clothes will not fit just any character, but there are a lot of them and they look good. Some of those are probably commercial and cost money, but even those that are free on sharecg and such look very good indeed. I know there are some clothes for Second life, and there are at least some for Miku Miku Dance. Additionally, there are a lot of clothes/armor/utiforms/etc in games and such, and those look okay as well. How they are made, I honestly have no idea.
What's my problem with pretty much everything we've created for MH is that they just don't look as good. I assume some of them can be fixed with decent textures (I only made textures in KolourPaint, and you didn't even try texturing your assets), so if we ever get actual artists on board things are gonna improve. But there is some influence of limitations of MakeClothes itself, e.g. demanding all-quad meshes or impossibility to make multi-material clothes… The problem with mesh deformations during posing or animating is next-gen problem as far as I'm concerned.