How to achieve a better clothing fit

So I would like to be able to achieve a look of fitted clothing that causes skin indentation/bulging.  How can I achieve this in Gen 8 (links to suitable tutorials would be great)  I have a product called Realfit but it only works for Gen 3 (as far as I am aware) and only works for some parts of the body.

Cheers

David

Comments

  • Syrus_DanteSyrus_Dante Posts: 983

    I don't think there are tutorials for what you asked.

    Just some thoughts - why not add a Smoothing Modifier to the Genesis 8 figure with base shape and manualy change the Collison Target to the clothing item not fitted to the figure. Now shrink the clothing and see if you can get the desired result on the genesis figure. Then hide everything but the Genesis 8 figure and export an OBJ with the deformed figure in Base Resolution. Finaly use the MorphLoaderPro to load the OBJ as a morph. Since the smoothing would affect the overall shape of the figure I would use the Attenuate feature of MorphLoaderPro to limit the deformation on certain areas defined by a selection group created before in the Geometry Editor or even better a by a dFormer Weight Map.

  • dhi67540dhi67540 Posts: 25

    Thas does work BUT when I try to export the model to Gameprint the export acts as if the smoothing and collision iterations etc have not been applied.

  • Syrus_DanteSyrus_Dante Posts: 983
    edited August 2018

    I can't help you with the Gameprint export.

    I saied the shape of the applied modifiers had to be exported as OBJ and imported as a Morph. But sorry I forget one important step, you have to turn off the Smoothing Modifier with the property Enable Smoothing in the Parameter pane before you load your OBJ that stores the collision shape with MorphLoaderPro otherwise it dosn't create a new morph.

    I'd like to add there is also a Push Modifier with an offset dial in the Parameters pane that inflates the geometry in the direction of the face normals. If applied to the figure you could also create a Push Modifier Weight Node from the create menu. With this selected you can paint the Weight Map where the 'push' should be applied onto the figure with the Node Weight Map Brush tool for the slight extra bulging along with the smoothing collision.

    • And a YouTube video: Using a Mask when Importing Morphs - Xenic101

    image

    Post edited by Syrus_Dante on
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