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− | <div style="display: inline-box; margin: 6px; padding-left: 6px; padding-right: 6px; padding-bottom: 6px; border: solid 1px #000000; border-radius: 3px; width: 300px; height: | + | <div style="display: inline-box; margin: 6px; padding-left: 6px; padding-right: 6px; padding-bottom: 6px; border: solid 1px #000000; border-radius: 3px; width: 300px; height: 155px; float: right;"> |
<div style="font-size: 14px; font-weight: bold; color: #000000; height: 20px;">Tutorials</div> | <div style="font-size: 14px; font-weight: bold; color: #000000; height: 20px;">Tutorials</div> | ||
− | *[https://www.youtube.com/watch?v=oXEPHVEm5wM | + | *[https://www.youtube.com/watch?v=oXEPHVEm5wM Designing a Base Mesh] |
− | *[https://www.youtube.com/watch?v=eCAbA94vaJU | + | *[https://www.youtube.com/watch?v=eCAbA94vaJU Customizing a 3D Body in ZBrush & Blender] |
− | *[https://www.youtube.com/watch?v=XGCIuVb8kxA | + | *[https://www.youtube.com/watch?v=XGCIuVb8kxA Modeling 3D Clothes in ZBrush & Blender] |
− | *[https://www.youtube.com/watch?v=P8WBaubooX4 | + | *[https://www.youtube.com/watch?v=P8WBaubooX4 Texturing the Clothes in Substance Painter] |
</div> | </div> | ||
We recommend following current game character modelling practices; specifically using PBR texturing tools and low poly models with a high detail normal map. | We recommend following current game character modelling practices; specifically using PBR texturing tools and low poly models with a high detail normal map. | ||
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==Space Custom Clothing Shader== | ==Space Custom Clothing Shader== | ||
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<div style="font-size: 14px; font-weight: bold; color: #000000; height: 20px;">Unified Shader Page</div> | <div style="font-size: 14px; font-weight: bold; color: #000000; height: 20px;">Unified Shader Page</div> | ||
*[[Unified_Clothing_And_Skin_(Metal_and_Tessellate)|Unified Clothing And Skin]] | *[[Unified_Clothing_And_Skin_(Metal_and_Tessellate)|Unified Clothing And Skin]] | ||
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===Creating PBR Textures=== | ===Creating PBR Textures=== | ||
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<div style="font-size: 14px; font-weight: bold; color: #000000; height: 20px;">Software for PBR Textures</div> | <div style="font-size: 14px; font-weight: bold; color: #000000; height: 20px;">Software for PBR Textures</div> | ||
*[http://quixel.se/ Quixel Suite] | *[http://quixel.se/ Quixel Suite] |
Vlad Outfit
This page describes some best practice for clothing and outfit creation, using the Vlad outfit which you can download original source files for here.
Contents
Model Creation
Tutorials
We recommend following current game character modelling practices; specifically using PBR texturing tools and low poly models with a high detail normal map. This brilliant set of four short tutorials are a fabulous start to learning how to create detailed clothing.
TessellationTessellation shaders allow you to create multi-million polycount details across your model with almost no performance impact. They are fantastic at creating ultra-smooth surfaces that you can zoom in to as close as you like. Upload a low poly, high performance model
Tessellation shaders create dynamic multi-million polycount level of detail, controlled by camera distance. They use Phong Tessellation to ensure that hard edges are rounded by tessellation processes.
Avoiding Tessellation SeamsPlease paint red all vertices that run along UV seams. Phong Tessellation can fail on UV seams where the vertices are not connected. This will create gaps in the mesh around UV seams. Our tessellation shader has support for excluded zones - to exclude a vertice from tessellation, paint the vertex colour in your 3D modelling tool pure red (255,0,0). This will tell the shader to avoid separating the mesh on this area. INSERT IMAGES - broken seam. Red vertex. Fixed seam. (Need images from Tom)
Tessellation or Geometry?Best Practice – where does it make sense to to use tessellation and where to use geometry? Tessellation height maps can introduce complex patterns that would otherwise require extreme polygon counts; such as fabric ruffles, distressed or wrinkled items. They work best with organic patterns that do not contain hard edges - unless they are slightly rounded.
As a guiding principal, set the Tessellation Edge to between 5-15. This means no triangle with an edge shorter than 15 pixels will be created. Setting the edge length shorter than this offers marginal visual benefits but may start to impact on performance. Avoid setting Tessellation Edge to 1!
Basic tessellation with smoothing is excellent for rounding off ultra smooth surfaces (think shoes and other elements which want ultra smoothed corners).
Space Custom Clothing ShaderUnified Shader Page
Space supplies a custom shader to handle the tessellation on clothing items which is available free in the Space editor pack. Search for Unified Clothing & Skin (Metal and Tessellate) and add this shader to you clothing material.
Weighting and RiggingUse skin weight transfer if you have non-skin tight clothing (dresses, baggy items). Then reweight by hand as appropriate. You can use our automated skinning system built into the clothing component if your clothing item is skin tight.
Physically Based Rendering (PBR)BackgroundPBR Info
PBR allows you to accurately simulate a huge range of materials. It carries through energy conservation, so avatars will look better across a wide range of lighting environments, maintaining a realistic look throughout. Our PBR maps follow a Metalness/Smoothness workflow (based on the Unity 5 Standard Shader) - however as a general note, Specular/Smoothness workflows work just fine too.
Creating PBR TexturesSoftware for PBR Textures
These are the tools we recommend for creating PBR textures. Marmoset is used to preview the PBR texture in Photoshop as you can't preview in Photoshop, but you can edit in Photoshop and see the results update instantly on your model in the Unity editor.
PatternsFor adding additional patterns to your clothing, see Creating Clothing Patterns for more details. |