Blender
Last updated
Last updated
For a single clothing upload standard, please work with low-polygon as Tri less than 20,000.
Select [Shift + A] - [Plane] to create a new mesh.
With the created Plane selected, press the Tab key to enter [Edit mode], then press [A] to select all vertices. Select [M] - [At Center] to merge into a single vertex.
Click [Snap] - [Face Project] to activate.
Add [Modifier] - [hrinkWrap], then select [Target] - Highpoly mesh.
Add Mirror in the Modifier as needed, merge (Apply), and create faces.
When using Mirror, activate Clipping to ensure that the vertices on both sides do not move away from the center when they touch.
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.
Check for any errors such as dropped vertices, overlapping faces, etc., then select [Ctrl+A] -[ All Transforms] to reset all Transform values and finish the work.