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)
Physical media space and network bandwidths are precious resources. This upcoming GDC talk will tell you about the basics of texture supercompression, the design tradeoffs, and open problems. The talk will be based on the techniques used to ship ‘Call of Duty: WWII’ and ‘Call of Duty: Black Ops IIII’.
As part of GDC 2019’s Programming talks, Activision Central Technology technical director Angelo Pesce will host “Texture Supercompression in ‘Call of Duty’ and Beyond,” a talk about the basics of texture supercompression, the design tradeoffs, and the open problems.
The developer want to inspire other artists to go back to your own projects and start experimenting with your BCT blocks to reduce texture asset size. He will provide practical techniques and suggestions to let everyone start writing small supercompression experiments on their own.
You can learn more here. Let us know if you’re coming to this year’s event.