This is a method of making true geometry for clothes. It is recommended for higher quality productions, as cloth has true thickness, instead of just one polygon thickness.
! | Warning: This will increase computer processing once you run a cloth simulation, but as long as you have “self collision” activated, you will have thick clothes appropriate for closeups. |
Make sure you have closed and clean loops, and no Ngons.
2. Select the polygon outline
Use any method necessary to get the faces, from draw outline selection, to select loops individually, brush selection, square selection, etc.
3. Copy the geometry, then separate it from the root mesh.
The two tools used are shown in the screen capture. First copy the geometry, then separate it.
After copying the geometry, it maybe be necessary to clean the mesh a little, incase you have had bad loops or inconsistent cut lines.
4.a First select all verticies (important! Don’t select faces nor lines, or it won’t work).
4.b Once this is done, using clintons Normal Move plugin, expand the verticies.
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Just drag the object into the scene, then in the LE editor install it by pressing the Install button. A button will appear. Click on the button, and once activated, drag left or right to expand or compress the vertice normals.
5.a Copy the mesh.
5.b Repeat steps 4.a and 4.b on the new mesh to expand a second layer.
5.c Invert the inner layer’s face normals with the Invert tool
This tool is shown in the capture and is included with TS.
6.a Boolean Geometry or Boolean Mesh Geometry (recommended) to glue the two meshes together.
One of the tools (Boolean Geometry) is shown in the capture.
6.b Using Clinton’s Point Weld plugin, weld the two meshes together.
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Select the first point, then select the second point, and they will weld together.
Bear in mind that when you rotate the view, you will have to select “translate” to continue the welding process.
An alternativeto 6.b is to select one of the loops, then expand it so it is closer to the boolean mesh, then use the Vertice Heal tool with small increment until only the two open loops heal together.
This method is quicker and easier, but sometimes it is hard to expand the loops when needed, say with Symmetry.
Another method is using only the Normal Move tool with a solid version of the mesh, then using the Shell tool on the Model Side. Once you have a hollow mesh, delete the caps and make holes where you need them to achieve a similar result.
Another method is using only the Normal Move tool with a solid version of the mesh, then using a copy of the mesh with expanded normals, subtract the smaller mesh. Once you have a hollow mesh, delete the caps and make holes where you need them to achieve a similar result.