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?
>>>515184>rig or add/fix things after it's subdivided>Copying weights from low to high polys>rigging the high poly versiondont do this
you simply rig the lowpoly then apply the highpoly normal map onto the model in your game engine or what have youtry xnormal
>>515186Ok I won't, but what should I do then????
>>515190*You* go back to the fundamentals and learn 3d
>>515191...i just want some tips
>>515192you got your tips
>>515192are you familiar with this
>>515184As a character artist why are you worried about rigging.
>>515192>...i just want some tipsJust 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
https://ljabliartb.wordpress.com/2016/03/09/marvelous-designer-to-quad-clean-topology-3ds-max/This might help
>>515198Because a character has to designed with rigging in mind?
>>515232zsketch is designed mostly for that purpose
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).