Yepp. But you can always see that it is not sufficient, when you only combine clothes. Especially I will NOT put the legs in a delete-group, because then the girl has no legs from the knee upwards. For the Leska model I corrected the parts in the regions of the skirt, where the skin or the shirt peeks through. The result without doing it was similar to yours by the way, but I had no problems with the legs. And yes, my girl also wears a slip, which fits perfectly under the skirt.
I always remodel the clothes in Blender, especially when they have buckles or buttons (or the little pyramids of the bandeau bikini I added today) to change the material. Then I save the changed clothes in Blender without the model for later use (but these clothes will only fit to the same model!). For a shirt which could be inside or outside a jeans, I supply shape-keys for both clothes. These keys allow me to have both features ...
I know that is not the approach of MH, where you can model a character in a few minutes. I need about 60 hours for a new character and about 8-10 hours for a piece of cloth (most work is the texture!).
You asked in one comment, how I achieved the nearly perfect fit of the transparent clothes, like the babydoll. Well I copied the mannequin in the breast region, so that the copied vertices are not far away from the original ones (the faces should be parallel to the original ones). I understand the mathematical approach of the method but also know the limits. So for a game character, it would be better to combine the whole outfit before you put it on the model. The wintercoat with boots, jeans and sleeveless shirt (do you really wear a sleeveless shirt in winter?
) is the most complicated combination which works on my girls ... but it is was testing, changing, testing, changing ...
Today I needed 5 hours to change the bandeau bikini, so that it looks good for most of my test girls. Before I added the small pyramids after the import in Blender. Now I managed it, that it also works in MH directly. These small pyramids should not be rounded by catmull-clark subdivision, so you need tiny extra faces (quads only
) and they should stay in the same geometry. Therefore the slip itself consists of 6 additional rigid vertex-groups, so that the small pyramids resize geometrically. Btw.: the jeans skirt has only one, it is for the button in front.