cbd7d5f7455b34ba7807

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  • That's definitely looking like it was authored in CLO3D as a start point for that detail to be a custom tiled pucker map, and then maybe developed ...

  • If it is a bi-ped like character (leg, torso, arms) you can apply the auto 'fit' clothing workflow using the skin suit. Import your character as av...

  • This is a result of your 'z' depth placement on your reimported avatar. If the x,y,z co-ordinate has changed in your previous file when you import ...

  • Try using the custom skin suit approach to fitting a standard pair of trousers from a MD avatar to a custom character, that might speed your patter...

  • These menu items relate to MD avatars. So this means some of the tools will not be associated with your custom avatar as the internal avatar is mor...

  • That's because they have been converted into a solid object 'trim', that you can glue onto the garment. If you want to keep them as cloth you would...

  • Yes any trim is a rigid object. That means if you want to have a simulated bow you need to construct it from scratch.     Below you can see in my ...

  • To create more complex ribbons you can see my notes and software links in another thread that automatically ties the ribbon knots using the MD trac...

  • Most of the patterns can be drafted just like did for the main suit. However you would be best to model the gloves in another new project and then ...

  • See these links. You basically need to load your avatar into MD as a prior workflow & separate task to create a bespoke fit suit that it is bound t...