3ds Max
Last updated
Last updated
For a single clothing upload standard, please work with low-polygon as Tri less than 20,000.
Import the clothing as OBJ.
Convert Editable Mesh to Editable Poly. And name the mesh HIGH for easier visibility.
Select the high-polygon, press Ctrl+V, and create a mesh to be made into LOW polygon. Then select Retopology from the Modifier List.
Set Face Count to 2000 and [Compute].
After retopology is complete, select the mesh named LOW, change to Surface - [Draw On: Surface], then Pick and select the high-polygon to retopologize.
Set the Offset to about 0.2 and use the Conform brush to sculpt the LOW mesh.
Work as much as possible along the wire flow of the base model.
Properly modeling the mesh to bend is also important. When the avatar moves, the mesh points move in alignment with the unseen internal skeleton. Therefore, the number of vertices used determines how intricately an item can bend. If a part of the avatar bends a lot, arrange the joint seams closely to smooth out the curves.
Maintain the thickness at the end of the mesh.
Close all open meshes.
Even if you haven't made a high-poly, please close the inside mesh so it's not visible.
Use shortcut 3 to select the open edges, then right-click and choose the Cap option to close the mesh,
use the Insert tool to pull the edges to the end and collapse them.
Then, select the center vertex and pull it inward without interfering with the overall shape of the mesh.
Please do the same for sleeve ends or waist areas.
The mesh should be neatly organized when fitted over the base model.