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Zbrush hide masked5/7/2023 ![]() The workaround that i’ve figured out, is to make modular body pieces (In my case I’ve divided character mesh to Head, Torso, Arms, ForeArms, Hands, Legs and Feet) - then, in my Armor/Clothing Blueprint i have boolean variables like “coversTorso”, “coversArms”, etc. Maybe someone else could figure out some better solution… I’m also having trouble with this, we’re on the same boat. What wielkiczarnyafgan suggested might be a better approach here, create different armor meshes instead of trying to match the skin weighting of an attached clothing. It just takes quite some time but is not impossible. On a smaller scale, clipping definitively can be avoided by carefully matching the armor types/sets with the animations you have. ![]() are made, you simply do not have the time/manpower/money/pipeline setup to customize each and every armor set to work without clipping for every possible animation there is. Due to how huge games like TW3, Skyrim etc. Well it’s not that “hard”, it’s just a huge amount of work. Is there a reason why people don’t do this? I can see I will still need parts of the playermodel to be visible in case you see up his sleeve or something, but if I just made the elbow invisible that would save me loads of time. I may still try to use an invisible material for when he’s wearing clothing. For some reason even if I make the clothing by duplicating the mesh and scaling along the normals (this keeps the exact same weight paint) I still have many problems with poking through. That wasn’t very encouraging, but thanks for the help. Unfortunately I don’t know about any other method than weight painting, which is a pain. In my case, i just try to weight paint every ‘layer’ very similar, so this way you can minimize these intersections. Even in Witcher 3 many armors and clothes have this, for example, a belt sinking into nilfgaardian armor when doing certain animations / elf lady’s legs going through skirt when sitting / etc. Keeping body from poking through clothes/armor is hard.
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