> Quote - I personally find that it's a lot more to it than all these discussions about tris and quads. It's all about how you actually model the clothing. What angle the faces are and where they are. That has a huge effects on how they drape. If you have seams, don't just draw them onto the UVmap, but actually have the seams as faces in the model and so forth. It makes a -huge- difference, and in my opinion, a bigger difference than quads vs tris...
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> I've personally found that it's not necessarily a given. I sometimes use tris, sometimes quads, sometimes a combination, depending on what's needed. What really matters is that it looks good in the cloth simulator...
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> Your clothing looks good! I'd give it some extra work around the collar. Also, the sleeves that go over the hands could probably be smoothened a bit and have some more polys added to them so the cloth simulation gets less jagged.
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> And yes, I'm a huge fan of dynamic clothing myself. :)
Me too. I don't care about the quads or tris debate - I just use whatever works best. But...for the sake of workflow I'm going to go for tris as a default from now on - at least in Poser. I think it's going to be another year or so before Daz and Optitex get a working user-friendly dynamic cloth plugin for us common merchants.
I did actually rework the collar and the fringe around the cuff; you're right: they did need more polys. Now things look much better!