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)
Mickael Lelièvre talked about his project KnightBot made during ZBrush 2019 Beta test and shared his thoughts about ZBrush new features.
I entered the world of 3D in 2008 when I started learning it at Bellecour Ecole D’art in Lyon France. TAT production gave me my first job in 2012. Since 2016, I work as a sculptor and concept artist in particular. Today, I accepted a job as Senior Sculptor at PureArts.
KnightBot is one of the projects I did during ZBrush 2019 Beta test. I wanted to use some new features such as new Snapshot 3D and the new Zremesher plus keep to the old school sculpting, too. Multiple subtools and the new folder feature make the process so simple. My main goals were to use multiple passes in different software solutions thanks to the camera feature using folder and Snapshot 3D and see if it can be integrated into my workflow. And it can!
NPR is a feature which appeared recently and it’s a powerful one because even without too many details you can create a great picture. As a concept artist, I would say NPR can be really efficient, too. For Knightbot, I wanted to make something really clean and just bring some details here and there. The sculpt was already detailed so the NPR Filters just worked well. I played with some contrast and dots as if it was in real Manga book. You can get a huge result and only need to know what you want because you can really change everything just by adding a new filter. My advice would be to play a lot with NPR and see how it works. Once you understand it you will be able to create the exact image you want.
Sculpting was done in an old school way as I said: dynamesh, extract and zremesh V3.0! The workflow is very efficient and very clean, the topology came out just nice for each part I cut. Some of the parts were done by using the new spotlight for holes or adding elements.
The thing I used a lot is the Boolean Folder. You can prepare boolean tools in a folder and get your boolean Mesh just under the folder! I think it’s one of my favorite new features.
The cloak is really simple, I used the same technique as for hard-surface: duplicate, extract and Zremesh. From there I can sculpt on it. The best way to sculpt great folds is the standard brush with different round alphas and some patience.
The camera feature is just awesome! I used it and I will use it a lot. The thing is that this camera allows you to move your angle and focal from ZBrush to any other software solution such as Maya, 3ds Max, Blender or Keyshot. So the best thing about it for me is that you can use BPR passes to compose with V-ray and Keyshot render.
For example, if you want to add a thin rim light on a render just make a thin Outline BPR pass and use it as screen mode in Photoshop. It’s a quick and really efficient way to make a good-looking picture.
The camera feature is more than just a camera, it allows us to experiment in Photoshop and have much more passes to play with.
The main light comes from Keyshot and Keyshot materials such as light emissive material, but we can add fake light and reflection by using matcap materials or standard material from ZBrush. Photoshop helps a lot too, of course.
My most favorite tools are Camera, Zremesher 3.0 and boolean folder. All of the features are really cool but those 3 are already in my future workflow. Globally, I would say that ZBrush 2019 is full of surprise and meets a lot of artists’ needs.
Mickael Lelièvre, Concept Artist
Interview conducted by Kirill Tokarev
Ornament Brushes/Alphas Vol.1 by Jonas Ronnegard is an Ornament alpha/brush set for ZBrush, Substance Painter, Quixel DDO, NDO and more. There are 55 brushes and height/alpha maps, all 2048×2048 16bit in Tiff, Jpeg, PSD, Photoshop ABR brushes, as well as ZBrush Brushes.