Thomas, I have some more questions to fire at you.
Trying to assign the original uv mapping of the basemesh to the shoes gave me some pain.
Of course, mapping the shoes to the feet area is probably (together with the hands) one of the most troublesome cases.
- Difficult to map uv seams
As the picture shows it's quite hard to fit the seams to the shoes decently. I also feel that adding extra edges to the shoes would ruin the topology of the shoe mesh, so I'm wondering if there could be a better approach.
My thoughts: since I'm not using the basemesh uv mapping for texturing, it probably doesn't have to be perfect. It will just have to match the areas of the body it covers as best as possible.
So I was wondering: what if the clothes script could have an option to just copy over the uv coordinates using the mapping of clothes to human mesh vertices it made? So each vertex of the shoes would receive the middle uv coordinate of the basemesh triangle it is matched to.
This would at least give a good starting point which could be edited manually.
What do you think?