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.
play game happy wheels
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)
We’ve all heard about Substance Alchemist by the Substance team, but now we’ve finally seen it in action. The company has showcased the new tool in beta during a recent stream. Let’s take a closer look.
As we’ve already reported, Substance Alchemist will let artists perform finishing touches on materials by hand using procedural methods. Substance Alchemist holds AI-power for an ability to adjust scans with delighting for a more realistic look after editing.
It introduces new ways of creating, managing and processing materials, allowing to mix procedural-based, hand-made, capture-based and AI-based workflows.
The tool provides the ability to make scans more editable and scalable as procedural content. You will be able to use sampled content such as photographs, ads, and more to affect textures. It also comes with content management features to collect and organize Substance materials in collections, libraries, presets together.
Let’s discuss what we’ve seen in the comments below.