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)
Enrico Tammekänd has finally decided to share his Substance Designer material pack. “The pack includes 10 materials, all of them are properly organized and commented to give a nice and clean overview on how they were built.”
Substance Designer Material Pack features 10 materials and graphs:
- Chesterfield Sofa
- Glacier Ice
- Lava Rock
- Medieval Rocky Wall
- Military Cloth
- Mordor Metal
- Moroccan Wood Panel
- Mossy Stone Roof Tiles
- Snowy Rock
Some info on purchasing the pack:
“By purchasing this product, you agree with the terms and conditions. The project files for the products are for educational purposes only and not allowed to be redistributed or re-sold in any way. End product of the project files (procedural textures) can be used in any of your projects, however, they are not allowed to be redistributed or re-sold. Product must be embedded in your project to be legally viable for using or sharing.”
You can learn more and get the pack for $40 here.
The goal of the ClearCut courses is to teach you a solid workflow that is used in the AAA game industry. The first episode covers the process of creating an AAA fire hydrant from start to finish.
Any future updates are included and will be available for download in case they are released. Next episodes are not included.