joepal wrote:Manuel wrote:A good 3d cloth, suitable to be nicely deformed in Blender (or any other 3d package) need to be more "distributed". I mean more uniform, more homogeneous and more dense.
As a mockup demonstrating this... Here's how it currently looks:
Here is how it should look in order to be efficient when wrapping around a body (I only did one of the pieces):
I.e, a reasonably homogenous distribution of quadratic faces covering the entire surface.
I'm probably clueless, but I don't see what's the problem with this. I mean, aren't those pieces, basically, just 2d polygons? If so, one can just merge all the triangles into a single face, and then apply subdivisions to the face as many times as necessary until it's uniformly quadrungulated and dense enough to apply transformations to it. And then those pieces can be fitted onto the manequen (or MakeClothes base mesh for that matter) and sown together. Is there some part I miss?