Re: Creating a clothes library: some questions
Posted: Mon Jan 30, 2012 3:27 pm
Highres version done too!
I've noticed that the texture seam problems are solved with the high res version. It's however quite heavy. It takes a MH a short while to load and moving the camera is noticeably slower. You need a high end machine to use it.
Some feedback I have concerning the usage Make Clothes script:
It exports the main (editable) mesh, so you have to apply subsurf/multires modifiers before pressing "Make clothes" and "export to .obj".
It also doesn't like multiple UV mappings. You probably already know this, as I read it somewhere, but to elaborate on this:
- The .obj export script gives an index error at index 0
- The .obj is however created and is working
- The .obj always has the UV coordinates of the first UV map, whatever UV map you select for render/material and viewport settings
In other words, you have to remove all UV maps from the clothes model, except the one you will be using before exporting to .obj
I'm making the medium resolution version now. So there will be three versions:
For realtime usage you would choose either medium or low poly version. The medium poly version would probably fit the polygon budget that modern games allocate to character models.
Using a normal map and the ambient occlusion baked into the texture you would be able to see the effect of the folds quite well.
I've noticed that the texture seam problems are solved with the high res version. It's however quite heavy. It takes a MH a short while to load and moving the camera is noticeably slower. You need a high end machine to use it.
Some feedback I have concerning the usage Make Clothes script:
It exports the main (editable) mesh, so you have to apply subsurf/multires modifiers before pressing "Make clothes" and "export to .obj".
It also doesn't like multiple UV mappings. You probably already know this, as I read it somewhere, but to elaborate on this:
- The .obj export script gives an index error at index 0
- The .obj is however created and is working
- The .obj always has the UV coordinates of the first UV map, whatever UV map you select for render/material and viewport settings
In other words, you have to remove all UV maps from the clothes model, except the one you will be using before exporting to .obj
I'm making the medium resolution version now. So there will be three versions:
For realtime usage you would choose either medium or low poly version. The medium poly version would probably fit the polygon budget that modern games allocate to character models.
Using a normal map and the ambient occlusion baked into the texture you would be able to see the effect of the folds quite well.