maliyana wrote:Aranuvir wrote:The skin poking issue is best addressed with a delete vertex group to feed vertex masks...
This leaves the breasts looking very angular and deflated.
Incidentally, punkdunk's "bandeau bra" doesn't use the delete group, and there is no skin pokage. So I know "stretchy" clothing is possible.
EDIT: Playing around a bit, I believe the angular breast issue has to do with the placement of polygons on the outfit. So I've tried increasing the amount of polygons. It looks better, but it takes 10 minutes to make the clothing file. Also, the armpits look choppy when I pose the character.
The bandeau bra is modelled on the body, other clothes, like my medieval dress are modelled on the helper mesh. The reason is simple. The bra has cups, the dress not.
The piece of cloth tries to orientate itself at the nearest vertices available. About stretchy: Don't use a bandeau bra for "Russ Meyer type girls" ... looks ridiculous and does not work in reality
When you model on the helper mesh, make sure that the vertices you created are (nearly) not IN the mesh. Even then the helper has less vertices. Your clothes will follow this mesh and for big breasts the skin will peek through. But this can also happen when you pose a character with an average body.
Use delete groups, when skin is invisible, so don't use it for lace or transparent clothes. You can also create special (also non-rigid) groups for arm and body. I've done this for the medieval dress. Instead of left, right, mid, I created leftbody, rightbody, leftarm, rightarm.
A common problem is to assign the body underneath the helper to left, right, mid ... accidentally, because you press the button with the base mesh selected. Could be a reason for the 10 minutes. Throw the human mesh away and reload it in this case.