How to modify G6 Clothing? Let me count the ways...
Texture/Opacity Replacement:The easiest way to modify clothing if the clothing is somewhat like existing clothing is to create an new texture map and/or opacity map. For example, Heidi's existing dress can be shortened by applying an opacity map which trims off the bottom of the dress. In some cases a corresponding change needs to be made in the Skin opacity map to avoid nasty holes in the body. With clever use of opacity an existing clothing item can be changed significantly using this method. It should be noted that opacity does not change how the mesh reacts to softcloth/physics. For example, if you use opacity to make the bottom of the dress fringe, the fringe will look like fringe but it will act like solid softcloth.
Mesh Replacement:
The clothing mesh in G6 characters is one of the few meshes that can still use the Replace Mesh option in 3DXchange. This allows the clothing mesh to be significantly changed but the number of vertices must remain the same (otherwise the new mesh will be rejected). With this option larger changes can be made but it is a great pain if the source (e.g. Heidi's dress) is going to become something significantly different (due to the vertices requirement).
New G6 Base:As far as I can see the last resource is to export the G6 character, edit externally as desired, and then re-import the character. This involves re-boning the new characters (if you exported as OBJ). This solution should provide the maximum flexibility but if you only have the PRO version of 3DXChange (so you can not export FBX), the re-boning process may be difficult. I am still looking for someone who has experience with this to provide some fairly easy instructions.
EDIT:
If content designers start to implement clothing using the last option, will this result in a tonne of G6 Bases (similar to the G5 Cloth bases)? Will this also mean that you will not be able to easily mix and match tops and bottoms (like you could do with G5 characters because they had a Upper and Lower component) because both the top and bottom will be part of a single base? In my opinion this is one of the biggest disadvantages of iClone over DAZ Studio. In DAZ Studio the clothing is all implemented independently (not part of the character mesh) so you can mix and match, add and subtract with no issues. The DAZ Studio conforming clothing (which automatically adjusts when characters proportions are changed) is also an excellent feature. We will see how the new Character Creator will handle that in iClone.
EDIT2:
It seems that
this post answers some of these questions. I have not tried it yet since I am at work but it seems that the Character Creator comes with a bunch of standard bases available for Content Developers to use as the base for their own creations.
"We often compare ourselves to the U.S. and often they come out the best, but they only have the right to bear arms while we have the right to bare breasts"
Bowser and Blue, Busting The Breast
Edited
9 Years Ago by
Lord Ashes