barrowlass opened this issue on Jul 15, 2012 ยท 30 posts
Hana-Hanabi posted Sun, 15 July 2012 at 11:28 PM
Mesh details in dynamics, at least in my experience, either don't hold up very well (fall/smooth out during sim), or have been very glitchy (when using hard or soft-decorated groups), so it's much easier to use Displacement maps on them.
The mesh can fold, but even with self-collision checked, I've run into intersection and crumpling problems with severe folds like the one needed for the roll line of the lapel and the fall of the collar. (And it's just annoying to not be able to see that it's screwed up until you render, because it's a single-sided mesh, rawr.) Then if you want to be super-detailed and have actual bound buttonholes, you'd have to have just the right simulation settings to keep any gaping or odd stuff from happening at those points.
I guess the dislike of multiple layers is just a personal preference, but since I don't have a top-of-the-line computer, cloth sims can end up taking hours if I have multiple pieces to calculate (In this instance: shirt, then pants, then vest, then suit coat).
MD can export to OBJ just fine, but it doesn't retain material settings...and if you're going to re-sim inside poser, I find that it needs more subdivision. So I usually create and pose in MD, export as OBJ to import the final posed look into poser, or I create in MD, subdivide further in Blender, then import and sim in Poser. MD's simming is a bazillion times faster (as you can sim with a lower poly count and then up the polys right before export), but if you're doing animation, you kind of need to sim inside Poser.
Honestly, I know wayyyy more about sewing and tailoring IRL than modeling, so there's probably a much easier way to do this. Take my words with a grain of salt or twenty? Ehehe.
花 | 美 | 花美 | 花火
...It's a pun.