G8f Breast Morphs break autofitted clothes
Alright, I am almost physically unable to approach a topic of this kind without some kind of joking, and I am physiologically incapable of joking about this without inserting a *puerile giggle* every three words, so I'll try to strike a level medium.
As good as the autofit templates for former generations are, whenever I make some changes (a bit of nip and tuck) on G8's almost uppermost area, the clothing distorts badly and starts showing jagged edges on the bottom of the mammalian glands--almost teeth-like, with all the worrying implications (*shudder*) that entails--and applying the "Breasts Gone" morph leaves behind a hollow crater where my hopes and dreams used to reside. Of course, I can enable smoothing, but distortions remain, wrinkles disappear, and now my beautiful Flight Jacket (Lindsay TM) starts looking like a water-filled balloon (again with the implications). As things stand, I think if G8 wants to remain clothed she will have to conform to a standard chest appendage size that, while generous enough, does not allow for a full range of... something not dirty... life-like models! Yeah, life-like models, that's it.
So, any suggestions? Any chance that the dev team will fix the templates? Or is this another one of those "planned obsolescence" things I keep hearing about? Because that really sounds naughty.

Comments
Greetings,
I show a few attempts to resolve something like that in this post about one of the outfit releases. Typically I have to use the Hexagon bridge (File | Send to Hexagon), rotate the scene so I can see the cracking part, select the object, click the UV & Paint tab, select the 'Soften Tool', and then...well, as weird as it sounds, just rub the magic dot along the underbreast 'teeth' to smooth them out. Once you've done it enough that the chest area of the clothing seems relatively clean looking, you can go to File | Send to DAZ Studio to send it back.
It'll automatically create a morph, you just give it a name (I usually use 'Foo Correction' where Foo is the character I'm adjusting for), put it somewhere in the heirarchy (I usually use Actor/Adjustments or Actor/Morphs), make sure you switch 'reverse deformations' to 'Yes', and go ahead and create the morph. Now go to Parameters / {whatever path you stored the morph at} and dial it up to 100%. It should dial in the change you made in Hexagon.
Someday I'll upload a video to Youtube of me going through the process. I fix a LOT of clothes that way, both autofit and native clothes that don't conform right. Young characters, especially, end up getting weird chest deformation that makes textured t-shirts look awful and have to be fixed up, but breast tweaks can also cause problems.
-- Morgan
Thanks for the tip, Morgan. I have yet to dip my toes in modelling, but if these are the results we are likely to get, it's either that, sticking to G3 or converting absolutely everything to dynamics with VWD. At least there are options :)
A Smoothing Modifier is all you should need, you just may need to turn it up to 20 or more.
Sadly, as I already stated, if the smoothing modifier is high enough to get rid of the distortions it's also high enough to transform anything into an amorphous mess without any kind of detail (it gets rid of wrinkles and any morphs and, at this point, the cure is far worse than the malady).
You mentioned increasing smoothing, did you also increase the collision iterations? When I was doing this with one shirt I had to increase both a bit to get the right effect (and it still wasn't perfect, but was good enough for my purposes at the time).
I agree this seems like it is an auto-fit issue that needs to be corrected rather than an issue with the clothes, since it is affecting multiple clothing items made by different people.