by joepal » Mon Jan 01, 2018 9:37 pm
This looks like you've auto-assigned vertex points, and that they've therefore attached to something other than they should.
In complex cases, you will have to create vertex groups manually on both the human and the clothing/proxy. You could, for example, create the "nose_ridge", "left_cheek_bone", "right_eyelid" and so on and so forth to explicitly tie specific vertex points on your created item to specific vertex points on the base mesh.
Auto-assigning usually works fine with low-poly meshes that align closely with the body, without intersecting it. In more high-poly or complex form meshes, the auto-assigning is too crude.