[Tutorial] G1G2G3G8 Clothing in Blender 3 by SickleYield, journal
[Tutorial] G1G2G3G8 Clothing in Blender 3
This text tutorial continues the series on creating clothing for Genesis 1 and 2 for DAZ Studio in Blender. Previous links:
Part 1
Part 2
In this tutorial we will explore texturing and, more specifically, using Blender to create sculpted normal maps and/or displacement.
From Part 1 and 2 you should have:
-A UV-mapped mesh, with materials assigned, at a poly count between 16k and 100k polygons (less is okay, more is not); at this point you should have done your "base" sculpt and it should look basically like a piece of clothing, not a paper cutout overlying the body. Buttons, lacing, etc. should be finished and a permanent part of the
[Tutorial] G1G2G3G8 Clothing in Blender 2 by SickleYield, journal
[Tutorial] G1G2G3G8 Clothing in Blender 2
Here is Part 1.
In Part 2 we'll take a look at some good practices for the mid-poly stage of your mesh, creating materials, and how to get your mesh over to DAZ Studio.
To recap, at this point in Blender you should have a low-poly base mesh that is UV Mapped. If it is tightly overlying the body from use of snap tools, use alt+s to scale it along the normals away from the body. If this doesn't seem to work right, Ctrl+N recalculates normals outward and should fix it.
Make sure you assign one or more materials.
You can create materials using the right-hand panel. Click the round ball icon (the orange one more to the right, not the blue o