Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 08-02-2008 , 12:07 PM
Subscriber
Join Date: Nov 2007
Posts: 10

clothing question.. please help

When you make your clothing for your character do you delete the geometry underneath the clothes? can you leave geometry underneath?

Also, if you parent your clothing to your character instead of combining the clothes to character geometry wil your character deform properly when rigged ?

thankyou.

# 2 09-02-2008 , 04:50 AM
effacer's Avatar
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Join Date: Jan 2007
Location: Kathmandu, Nepal
Posts: 108
as far as i know, if you are clothing ur character, u just don't model anything under the clothes. i have seen many modelers work in similiar fashion. i don't know if it will create any problem to leave geometry underneath coz i havn't tried clothing ...

# 3 09-02-2008 , 05:14 AM
gster123's Avatar
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Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
It all sepends on what you want it to do, if your going for uber realistic with cloth sims than you need to model the body underneath as this allows the cloth to collide with the body and make a nice simulaton.

If your not really bothered with making a uber realistic sim then dont bother modeling the body, just model the clothes and then bind then to the character and treat them as you would any skinning job, you could also add blend shapes to add some creases etc for ciritan poses.


"No pressure, no diamonds" Thomas Carlyle
# 4 09-02-2008 , 10:51 AM
Subscriber
Join Date: Nov 2007
Posts: 10
Ok thankyou.

Hey Gster, Can you tell me in order how to do the following.
Is this the correct order or logical order>

Model
texture
rigg
blendshapes
skin
paintewights

also do you keep the head seperated from body when doing blends for facial expressions and lips ect..?


thankyou.

# 5 10-02-2008 , 09:06 AM
alienfromblueplanet's Avatar
Registered User
Join Date: Jan 2008
Posts: 32
Actually you model
texture
then do the blend shapes
then rigg
then skin
paint weights.

because after rigging sometimes it may be a prob getting the blend shapes...not always though.ifollow this pattern it might differ for others.

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