so many separate hems and trims and why I care
WendyLuvsCatz
Posts: 40,671
Apex cloth physX uses cloth weightmaps
so in an app like iClone 6 if you have separate shading domains each has its own map and drapes on the white bits is pinned on the black.
so in D|S I attack hems where I can with the geometry editor adding their surface to the main garment as one surface
which is fine if there are no overlapping UV's!!!
but
99% of items this is not the case even if its a plain colour and I cannot for the like of me see why it even needs a texture map let alone a baked one
I bring this up as most of the time the garment even in D|S using iray on a card with only VRAM could better be served with a single texture map instead of extra maps for skinny hems and trims in plain colours with separate domains, its becoming more and more common for some reason to do this and they are not even mapped nicely to take alternative textures like lace trims either.

Comments
I'm one of those people that likes separate material zones. Customization for me is key and the material zones accomplish that. Having said that, one can still make uvs that aren't overlapping and have materials zones ;). I must admit I'm guilting of making them myself, but back in the day, that's the way it was done and some things are slow to change :)
Actually, one of the things that REALLY bothers me is clothing that has only one material zone for the whole outfit, and I have a few of those. I tend not to use them.
Laurie
I can see why one would want separate zones if it serves a purpose
but most of these you cannot even apply an alternate tileable texture to as they are skinny strips often curved on a separate map, I strongly suspect they have been auto generated in some app as no real UV mapping skills seem to have been applied
an example
those strips for the trim on that skirt easily could have been on the same map for their size, if one wanted to apply a lace texture the way its mapped it would be pointless anyway