Blender
Last updated
Last updated
For a single clothing upload standard, please work with low-polygon as Tri less than 20,000.
Import data extracted as OBJ or FBX.
If the size of the base model and the imported model do not match, adjust the Scale value as shown in the image below.
Blender offers various Addons (helper scripts) to make retopology easier. You can easily apply Retopology or Remesh by searching on various websites like Blender Market, Blender addons, etc. How to apply Addon can be found in the Blender official manual, and for how to use it, please refer to the download page of the Addon or various YouTube tutorials. The current guidelines explain how to do retopology without using Addons.
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.
Activate [Object] - [Viewport Displa]y - [In Front] to see the created faces more clearly.
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.
It's important to evenly distribute the overall spacing of the wire. Be aware of working the edges of the parts with movement range such as armpits, elbows, pelvis, knees, etc.
For the waist, please organize the wire neatly in a straight line as much as possible. For joint areas, work with a radial method for the wire.
Maintain the thickness at the end of the mesh.
To get good results when baking normal maps, the low-polygon mesh must sufficiently wrap the high-polygon mesh, and it is good to make it at about 45 degrees at the end.
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.