wolgade wrote:MargaretToigo wrote:Even when the results are a big ol' mess, it's still informative to see where the meshes break and warp on various body types in different poses.
Informative? For sure, but also a big source of frustration.
It's frustratingly informative or informatively frustrating, depending upon how many iterations of compiling and testing have thus far failed to produce the desired results.

Suffice it to say that it's never fun to see a clothing mesh get all distorted, but if you've got a pretty good grasp of how MakeClothes works and have studied the anatomy of the "human with helper" meshes, those distortions can also offer some clues about what's going wrong with vertex assignments.
I do wish I had done a few screen grabs of the various distortions, but I was concentrating on the task at hand and not really thinking about sharing my workflow.
wolgade wrote:MargaretToigo wrote:So, sometimes it's a matter of trading off one set of flaws for another and choosing which set of flaws to go with seems to be a matter of which ones are easier to fix in Blender.
That's also my final conclusion when it comes to Make Clothes. It does a good job in many cases, but it has its limitations. One limitation is that rigid groups aren't as rigid as you might think.
No, they are not as rigid as I thought.
If you look closely at the pic I posted in the OP, you'll see that some of the shirt buttons are not quite round on the big and tall humans, that the brooch ranges from oval to circle depending on neck size and that the lower jacket button on the plus-size model is noticeably smaller than the top jacket button, even though it is still round.
Now, I don't really do photorealism myself -- note the uncanny valley effect on my shaded human models, who are even creepier-looking when their skin has some specularity -- so the accuracy of materials and how they reflect/absorb light isn't terribly important to me, even if it is very important to folks who are going for realism in their work.
I try to do semi-real for the clothes I share here and I usually provide spec and/or bump maps to help add to that semi-realism, but it's up to those who wish to make them even more realistic to do so. All my stuff here is CC0 so anybody who wants to can improve upon my work and share it far and wide.
When I actually produce something with my humans, they're shadeless, which negates the uncanny valley thing: