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Unity creating 3d clothes for game character

I am trying to make a system where players can change out their clothes with others if they like, and even layer up clothes such as covering a shirt with a jacket, then an armored vest. I have ran into a problem with the body parts of the player clipping through the clothes.

For more information on what I tried and what others have told me refer to:

https://blenderartists.org/t/trying-to-get-changeable-clothes-to-work/1171090

The best solution I like the most is:

"If you can get away with hiding parts of the skin (like the armpits), then do so.

You can also load mask textures onto your body to clip fragments/pixels in the shader, depending on the state of the clothing, so that your armpits are only invisible when wearing a hoodie, not when wearing a tank top.

Otherwise, the best technique I’ve found to eliminate body/clothing clipping, on a body with autoweights, is to use a vertex weight proximity to blend between data transfer weights (from body, for tight sections) and autoweights (for loose sections)."

The problem is I have no Idea how to implement this in blender and unity.

Any help is appreciated.