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File: bruce_cloth_wip.jpg (131 KB, 1073x404)
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Detailed Rigged Clothes. How do you do it? Any tips?

Usually I make a low-res version, rig, then subdvide and add minor details.
but it's much harder to rig or add/fix things after it's subdivided. Because of this, my clothes are always average.
Copying weights from low to high polys also results in a bad weighted mesh.

Should I really just go through the slow process of rigging the high poly version of my clothes?
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File: Kramer.gif (586 KB, 200x189)
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>>>515184
>rig or add/fix things after it's subdivided
>Copying weights from low to high polys
>rigging the high poly version

dont do this
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you simply rig the lowpoly then apply the highpoly normal map onto the model in your game engine or what have you
try xnormal
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>>515186
Ok I won't, but what should I do then????
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>>515190
*You* go back to the fundamentals and learn 3d
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>>515191
...i just want some tips
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>>515192
you got your tips
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>>515192
are you familiar with this
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>>515184

As a character artist why are you worried about rigging.
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>>515192

>...i just want some tips

Just as a matter of interest is this for a SL build?, I'm asking because if its high detailed its normally made for SL and their mesh forum might be a good place to ask these questions
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https://ljabliartb.wordpress.com/2016/03/09/marvelous-designer-to-quad-clean-topology-3ds-max/

This might help
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>>515198
Because a character has to designed with rigging in mind?
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>>515232
zsketch is designed mostly for that purpose
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Please stop with the normal map nonsense.
Not everything has to be a low poly model for a game, for some things you actually want a fully rigged high poly model.

@OP: you should rig a lower poly version, then subdivide and transfer the weights, then smooth out the rig by weight painting. If you are using max the skin utilities are very useful for exporting a rig to a skin mesh object, which you can turbosmooth (the weighting will be turbosmoothed as well).



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