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)
Guys from Sketchfab talked to Dmitry Doryn from Minsk about his latest piece of art. The new part of Art Spotlight focuses on the production of Seymour Stone Well.
Dmitry is a 3D artist working as a contract artist for Facebook. He has been planning to make some 3D dioramas in spare time as part of practice and then stumbled upon an amazing concept by WHINBECK, which became the basis of Seymour Stone Well.
The artist told Sketchfab about all the production steps that led to the final model: modeling, dealing with geometry, texturing, etc. Here is a small piece of the breakdown:
In ZBrush I don’t do anything unusual and try not to waste time on adding a lot of details, because later I will add them using Substance painter, but I would like to show you some of the methods I used.
Make sure to read the full breakdown here.