nCloth Geometry

All the geometry needed for Jack's outfit has been roughed out. It's important to start with basic models. You don't need to add wrinkles, pockets, or other details until the model is fitted to the character through simulation. You'll do most of the critical work and decision making by testing the geometry with nCloth. Converting it back and forth is an essential part of the process to ensure that the geometry functions properly.

Figure 6.1 Uniform geometry on the right, as opposed to unevenly spaced geometry on the left


You need to understand two principals about building geometry for clothing simulation. The first is polygon ...

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