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  • Thank you both! Will try to do some basic clothing and post it here maybe. If it goes well, I may do it seriously in the future because for the things I've got in store, there ain't no clothes in any store :)


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    Yep, matts pointed everything out pretty much.

    When I create clothing in zbrush, not something I specialize in, but do it occassionally, I export the figure from poser to zbrush, create the clothing, import it back as an object. Now you take it into the 'Setup' room, load a the blank V4 figure for example, that automatically creates all the basic rigging and all the groupings. Then you have to finetune the rigging/ joint bending, this can be time consuming depending how complex the piece of clothing is. Some clothing like dresses will likely require customzing the groupings as well, others like a simple jacket, may need hardly any fixes at all.

    For texturing I use zbrush's uv mapping :)



  • Here's what I know.
    Divide the mesh into body part groups (head, hands, etc) as appropriate.
    Import it into Poser (using the correct unit - 1 Poser unit is 8 feet if I remember correctly).
    Copy the skeleton setup of the figure you want the clothing to conform and then paste it into the clothing's skeleton setup.
    Adjust joint zones/angles and make joint controlled morphs where appropriate (for Gen4, that would be for the knees and elbows).
    When done, export as cr2 conforming figure.

    I left out surface grouping and material zones on purpose.

    Here are some tutorials I found via Google
    http://my.smithmicro.com/tutorials/1643.html
    http://www.morphography.uk.vu/modtut1.html
    http://www.poserpedia.com/index.php?title=Creating_Conforming_Clothing

    I'd suggest grabbing joequick's meshes as a base mesh - http://www.sharecg.com/v/67360/browse/5/3D-Model/Quicks-Quick-Resource-Meshes


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