#Clothing Model
1 messages · Page 1 of 1 (latest)
it works now
mostly
but there is slight clipping in his butt
do you know why that could be?
it didnt happen in blender
thanks
lmao
yeah in blender u cant see any clipping
but here its clearly visible
what i did was duplicate the character model and delete everything other than the pants
and then just added a solidify modifier
and just exported it
id either
1 - make his underwear a bit thicker...
2 - as someone else perhaps mentioned...
- delete the faces of the legs that the underwear hides
but the vertices of the pants match the vertices of the character perfectly
so it shouldnt happen
maybe its something with the bone remapping script
using UnityEngine;
public class RemapBones : MonoBehaviour
{
[SerializeField] private SkinnedMeshRenderer sourceMesh;
[ContextMenu("Remap")]
public void Remap()
{
var targetMesh = GetComponent<SkinnedMeshRenderer>();
targetMesh.bones = sourceMesh.bones;
targetMesh.rootBone = sourceMesh.rootBone;
targetMesh.sharedMesh.RecalculateBounds();
}
}```
its just a quirk.. they can be perfect.. and clipping can still occur a bit.. the verts are exactly in the same place. and if they're bending and stuff.. theres times when overlaps can happen
even if very miniscule
@primal current
is there any way to prevent it from making new edge cuts
it can create new vertices just not the edge cuts
idk nothing about the modifiers tbh 😦
u can manually add that edge loop to ur legs..
in teh same place as the pants.. see if that works
just make a loop.. and then select the edge on the inside and outside and drag it up / down to match
if ur gonna overlap objects that have to move (rig).. make sure they share a pretty similar geo
<- vs ->
but then i'd manually have to do that for hundredths of clothing items
its not really practical
my character will end up with having so many edge loops that its not even low poly anymore
ya, idk bout the modifier thing.. did u ask in #🔀┃art-asset-workflow
maybe refer them to this thread
The more "perfect" it is the more likely errors will occur due to floating point accuracy limitations
Z-fighting happens whenever polygons are simply too close given the available depth resolution, which gets worse the closer your camera's near plane is and the further its fare plane is
Additionally blender can support any number of vertex groups for bone deformation, while in Unity the maximum is 4 and the default is 2
So any geometry that's skinned for more bones than Unity's limit will appear different after exporting
For that reason if the goal is to eliminate clipping the practical solution is to remove the geometry under the clothes or to shrink it by decreasing bone scale
Or shrink body parts via shape keys / blend shapes
Bone scaling can be done programmatically so it doesn't require new assets, only a lookup table of bones and their scales for each article of clothing
"Low poly" is an art style
It hasn't referred to actual polycounts in a long time so you can have as many edge loops as you need
very solid advice ^
my main problem now is that the Solidify modifier in blender when set to Complex mode changes the position of my old vertices
this is what happens when the solidify modifier is in complex mode
and this is in simple mode
it works in simple mode but
it doesnt solidify this bit properly
thats where the complex mode comes in
this is what it does to it
^ and this is the complex mode
it works properly
but as u can see it moves my old vertex down
instead of making a new one
which then causes the edges to be in the wrong positioin
Doesn't really matter
You need much bigger tolerances than that
Hence the bone scaling technique's importance
for my game it should be enough
once i figure it out
It won't be enough to solve your clipping problems I mean
Maybe if your camera clipping planes were very conservative and weighting absolutely perfect but I doubt that's very feasible
@lofty night if you want alternatives you should generally just make thicker clothes
If you need something skin tight it would ideally be done as a texture swap for the character's body
but it almost worked
If solidify doesn't instantly produce ideal result you'd edit the mesh manually
Still, if you have a variety of clothes or a variety of possible character postures clipping is practically inevitable