Do clothes have thickness?

If I want to model clothes for DS, do the clothes need to have thickness?I was told that clothes in games have to layer, is it the same with DS?

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,301

    No, and in fact making clothes for dForce double-sided can be problematic. Non-dForce clothing should have turned edges, rather than raw polygons, however (and dForce clothing is sometimes given extra polygons along the open edges which can be folded over by a morph after simulation).

  • RuphussRuphuss Posts: 2,631

    for making clothings look good they should have thickness yes

  • ParallaxCreatesParallaxCreates Posts: 467
    edited March 2020

    If I want to model clothes for DS, do the clothes need to have thickness?I was told that clothes in games have to layer, is it the same with DS?

    Richard is on point with what he is saying. But I do feel that you may be asking the question a bit oddly so it's not really delivering your idea over correctly. 

    "Thickness" can depicted on 3d garments in several ways:

    Normal Maps: https://g.co/kgs/8HNmMZ

    Bump Maps: https://g.co/kgs/xdF6cZ

    Displacement Maps: https://g.co/kgs/3vvV5g

    Now, if any of those is what you mean then yes - you should create your own maps where applicable to create/deliver some great results in the clothing you model.

    Or, if what you mean is the export "Thickness" setting in say Marvelous Designer that adds another side of geometry to your mesh then what Richard states is your answer. For dForce you do not want to do that as it just becomes a mess when simulating. It's just really not practical at all. Even in games. In games the meshes have to be as optimized as they possibly can so that the player/user can play smoothly. The more geometry you have, the more your CPU and GPU has to compute and thus resulting in frame drops.

    In short, "thickness" via Maps...yes but via extra geometry...no. You can add a border that folds under via for example one border of polys but that's as far as I'll go but if it's static meshes and in some cases it does make sense to have it then go for it. I mean, really at that point it becomes a situational thing depending on what you are wanting to make. 

     

    Post edited by ParallaxCreates on
  • dijituldijitul Posts: 146
    edited March 2020
    Kerya said:

    My first guess is that dforce weight maps are being used.  The clothing is likely a thin mesh, but the edges are "rolled under" to appear thick, and textures are added with either normal maps or bump maps.  The dforce weight maps are applied so that the edges don't get simulated but the rest of the article does.  I suppose weight maps could also be applied to a "thick" mesh on only one side (the outside), but I'm uncertain how that will turn out after a simulation.  Collision offset parameter would need to be adjusted for sure.

     

    Post edited by dijitul on
  • Kerya said:

    My first guess is that dforce weight maps are being used.  The clothing is likely a thin mesh, but the edges are "rolled under" to appear think, and textures are added with either normal maps or bump maps.  The dforce weight maps are applied so that the edges don't get simulated but the rest of the article does.  I suppose weight maps could also be applied to a "thick" mesh on only one side (the outside), but I'm uncertain how that will turn out after a simulation.  Collision offset parameter would need to be adjusted for sure.

     

    Yup, that.

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