How to fit Clothes

DarkendenDarkenden Posts: 30
edited December 1969 in Daz Studio Discussion

Hi, Ive tryied to fit clothes made in ZBrush with transfer unity but they really dont fit well and their polygons become bigger. It seems they are smashed and tottaly different. How can i fit clothes made in ZBrush properly . Thanks.

Comments

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    First up, what's the item you're trying to fit, and are you fitting it to a base figure or a morphed one? I highly recommend working with base figures and adding morphs later on, as the 'reverse shape' option doesn't always give stellar results. Skirts are notorious for screwing up in spectacular ways and will need a lot of extra work to get looking right. I'd love to know how the professionals pull it off, but to this day I've never really had much luck with responses to the issue, so I'm just as in the dark.

    The basics should fit fairly effortlessly though. Shirts and pants, for example, generally don't have any real issues after transfers aside from a little tidying up and housekeeping. So, post more details so we can look at it properly and give a more concise answer.

  • DarkendenDarkenden Posts: 30
    edited December 1969

    Ive made pants for gennesis 2. When i try to fit them they dint fit well - visual - they are attached to the body . I fixed this with a new morph in ZBrush to make them look roght but when i move or pose the figure the details become smashed and ugly .

  • Richard HaseltineRichard Haseltine Posts: 102,315
    edited December 1969

    Without pictures showing the issues, and a bit more detail about the work flow, it's difficult to offer advice.

  • DarkendenDarkenden Posts: 30
    edited December 1969

    Its something like this :

    f.jpg
    1198 x 867 - 201K
  • Richard HaseltineRichard Haseltine Posts: 102,315
    edited December 1969

    Getting the crotch right can be a huge pain - it's a complex area, and because everything is very close together the weight projection algorithm can have issues. It looks to me as if part of the problem is from the latter - parts of the left leg are weighted to bend with the right and vice versa, causing the mesh to cross-over when posed. If that is the case you are going to need to manually edit the weight maps - for example, use the Geometry Edit tool to hide the outer areas, which are not too badly rigged, then select an area that is definitely on the right leg and grow the selection (ctrl/cmd +) to select into the tricky area and, as a first approximation, fill with 1 for the right thigh map. Repeat on the left and you should at least have the legs separated which should make it easier to get something like the correct weights applied.

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