CLOTHING CREATION WORKFLOW JANUARY 2019 (ZBRUSH (Select Original Subtool…
CLOTHING CREATION WORKFLOW JANUARY 2019
Pose character in DAZ
Export posed OBJ
Export T-Pose base mesh
scale character to real world scene size - 1.8 meters
Create clothing on T-pose
Import posed DAZ OBJ as Morph Target - use "Maya" + "cm" in the settings
Design Clothing, drape, sim
for final export set "Particle Distance" in the settings tab to 5 instead of the default 20
Import full res OBJ
Select "Autogroup with UV's" - will separate geo into different polygroups
Morph Target Tab
Click "Store MT"
In "Deformation" tab - go to "Inflate" - set to -4 to -8 depending on desired result. Higher numbers mean thicker cloth. Now the clothing has thickness
Morph Target Tab - click "Create Diff"
Select newly created subtool in tool palette top right
In "Display Properties" Tab - select "Flip" - will flip UVs so mesh displays properly
Correct Interpenetration on resulting mesh using polygroups and move brush
Select Original Subtool from top right tool menu
select Morph Target subtool
in "Subtool" menu - select "Insert" and then select modified difference tool to bring it in as another subtool - now with thickness added. Delete old subtool
duplicate new subtool and decimate using Decimate Master with "keep UVs" selected.
Duplicate decimated subtool
ZRemesh with "Keep Groups"
Create new UV's with UV master
Export for Maya