If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.
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Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)
Ahmet Mencioglu shared a short breakdown of his Soccer Stadium efficiently made in Substance Designer.
Hi everyone, my name is Ahmet Mencioglu. I’m 27, from Istanbul. I have been working in game dev for 4 years.
My duty was to create a soccer stadium for a mobile game. Like in every other art project, the first step in this one was to collect references. Stadium architecture has a repeating modular structure. Because of this, it was a logical choice to use Substance Designer and create a stadium with parameters that can be changed and diversified.
I started the project by creating a prototype of the stadium’s model structure in Maya. Other parts would be made from this piece.
I deformed and made the shapes of the details that could be extruded in Substance Designer (as you can see in the b/w image). I created Height and Normal Maps with the help “Shade Extrude” node.
Then, I created a variety of shapes for the soccer area, flat, radials and so on, and connected to switch for easy changing. After that, I blended and multiplied my green area.
I used “Snow Cover” node to give a snowy effect and used the mask channel for randomization.
The stadium chairs were created quite simply from square shapes and then reproduced with the tile node.
Finally, I added more edges to the prototype mesh and then transformed them to curve with deform tools. Without disturbing the UV, I opened made some holes for the doors.
You can also watch this video breakdown:
Ahmet Mencioglu, CG Artist
Unkempt Flagstones with Mud and Grass Material by Stan Brown is a versatile ground material with many options to change and randomize the Grass, Mud, and Tiles. Custom Alphas can be plugged into the sbsar node, to control the shape of the stone.
Any future updates are included and will be available for download in case they are released.