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File: god-war-analisis.jpg (84 KB, 660x715)
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I have a question relating to clothing/fabric. When retopologizing a character you ideally want good edge flow and topology that allows for good deformation, but when a character is wearing clothing, especially bulky clothing/equipment, how do you allow for topology that deforms well?

Also, I've noticed over the last few years, in games specifically, that clothing and character are combined in one mesh, however parts of the clothing will have cloth dynamics that allow them to move in wind etc. How is this done? Is it possible to add some sort of cloth sim to part of a mesh?

I have very little knowledge pertaining to clothing, so forgive my noob questions
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>>634619
>however parts of the clothing will have cloth dynamics

dedicated weight maps
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>>634619
Pic unrelated
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>>634619
>When retopologizing a character you ideally want good edge flow and topology that allows for good deformation, but when a character is wearing clothing, especially bulky clothing/equipment, how do you allow for topology that deforms well?
Spend a ton of time setting weights/constraints basically. Also not matter how draped the cloth is, you can always find a more or less acceptable consensus by retopologizing considerately and baking good maps. There's a reason why you only find this type of shit in AAA games.




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