Dev Diary 3: Clothing
Note: This is an archived Developer Diary from March 8th.
Human Generator: Developer Diary 3
Clothing
Introduction:
Last week we launched a closed beta, and we hope to launch within the next two weeks!
Previous developer diaries were always a few weeks apart, but now the launch is approaching we want to show you all (almost) finished parts of Human Generator.
In this Developer Diary, we take a look at clothing for Human Generator.
Choosing and loading clothing:
You choose clothing from a list of outfits. These outfits are a combination of multiple clothing pieces. This system, choosing from outfits instead of individual pieces of clothing ensures that content creators can add new outfits without having to worry about compatibility with the base clothing or clothing made by other creators.
Materials:
Of course, you want to be able to customize the materials of each piece of clothing. By clicking on - for example - the jeans you are presented with the material menu. Each clothing piece can have up to 3 different colorable zones, defined by an RGB mask. Clothing creators will also be able to add custom attributes to the clothing material. For example, the jeans model has a slider to add a worn look to the material.
Patterns:
Besides the color zones, you can customize the colors of the garment even further with patterns. These patterns are layered on top of the fabric material and can have up to three color zones.
Simulation:
At release, Human Generator will not yet have any integrated clothing simulation options. However, the clothing models have been made with simulation performance in mind. Human Generator’s base clothing have their details baked in via a normal map, this way the mesh is not too heavy to be simulated.
Selling your own clothing:
Human Generator’s clothing system has been designed to make it easy to add your own clothing and share/sell it. All the shapekeys needed for the body deformations are automatically calculated with a press of a button in the developer UI. You can even make clothing for one gender and have it calculate the mesh for the other gender. For materials, you use the default Human Generator node group, but you can edit this any way you like, as long as the basic controls stay the same.