How to make my head cover cloth creases not jagged?

How to make my head cover cloth creases not jagged?

Probably the easy answer it to increase the number of faces. But for a dforce cloth, it may not be a wise thing to do, cause it could cause some trouble in simulation, like spikes, explosion, etc.
Less seems better.

I've tried trianggulates and quads, but in diagonal creases, they look jagged.

For quads, I think I've seen somewhere that we can divide the faces diagonally, but it can be done only one direction.
How about if I wanted to divide the quad faces diagonally in both direction, making an "X" ?

Comments

  • Richard HaseltineRichard Haseltine Posts: 107,930

    If the fold is runing across the triangles thata re created from quads then that wil look lumpy, and you can fix it with the Geometry Editor (select the lumpy polygons, right-click>Geometry Editing>Rotate Triangulation of Selected Polygons. Of course this helps only if the direction of folding in thata rea is consistent.

  • SquishySquishy Posts: 707

    If you add subdivision to an object in D|S it doesn't actually increase the poly count of the base object, it won't impact simulation time or behavior, unless you change simulation settings to use Viewport. Otherwise the subdivided geometry is only used in preview and in rendering. Overall this is a net positive, because sometimes Viewport gives better results.

    You can/should also add a Smoothing modifier, it's pretty good at pulling back a little bit of mesh explosion here and there, and the collision feature is really good at automatically fixing little bits of mesh overlap when you're working with lower density cloth/collider items.

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