Trying to create bodysuit clothing using a push-modified G8F as basis, but there's pokethrough! Why?
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I'm trying to create a superhero style bodysuit and I'm doing this by exporting a G8F model with a 0.12 push modifier to hexagon and then importing it back as an OBJ. I then do the transfer utility onto the G8F. It looks OK on the base shape, but there's so much poke through with certain models and poses I had to add an additional push modifier to the bodysuit - set to 0.20 in at least one pose, to assure the skin wouldn't poke through. Why is this? I thought the recommended process was to being with the base G8F, but I'm disappointed by the results.
Comments
The poke through you are seeing propably comes from the difference in Resolution Level if some SubDivision level is applied on the figure but not on the clothes or vise versa.
SubDivision does deform/smooth the mesh to some degree. Also notice there is a SubD level for the preview and one for the render quality that is by default higher.
I guess you followed some advice and you had exported the G8F with Base Resolution. By default the Genesis figures have a SubDivision Level of 1. You can use Convert to SubD on the bodysuit clothing and Add Smoothing Modifier from the Figure > Geometry menu to eliminate those poke throughs.
But why all this trouble? You can simply use a Geometry Shell to create a bodysuit this does work basicly the same as you tried here with the Push Modifier. It will create a "shell" or a copy of the figures mesh with a little offset. Maybe control the offset with a Push Modifier if there is no property on the GeoShell for the offset.
Select the figure and choose Create>Geometry Shell from the menu.
Then you only have to paint the textures based on the Base Female UV set for example and create a cutout opacity map for the bodysuit to define where the Geometry Shell should be transparent. If the Base Female UV set is not practical for your texture painting you could create a new UV set for the G8F in an extrenal geometry editor, create the Geometry Shell, switch the UV set only on the GeoShell in the Surfaces pane and apply your texture - at least thats how I would do it.
I can see a reason to import the G8F to a modelling software if you want to add some detail to the mesh;) Also, regarding the poke throughs, some HD morphs can cause that, you may have to use the push modifyer to get rid of them, or dial out the HD morphs a bit.