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)
Grinding Gear Games’ Path of Exile is a free-to-play success story which began as a modest story in 2013 and since then has been entertaining millions of active players every month. Want to learn about the development techniques behind the title? Don’t miss the Game Developers Conference in San Francisco next month then.
As part of the GDC 2019 design talks Grinding Gear’s Chris Wilson will be hosting “Designing ‘Path of Exile’ To Be Played Forever“, which is basically an inside look at how Path was built.
“He [Chris] will cover how to structure releases into seasons with predictable release dates and scope, how to re-use content for rapid development, how to use procedural generation to keep content from feeling stale, how to employ multiple overlapping axes of randomness for additional replayability, how to design deep gameplay systems that keep players engaged and how to grow a community over a long period of time,” states the description.
You can learn more by following this link.