I say it's sort of like the Cloth Room because it really doesn't seem to do full-cloth simulations (like where you can drape cloth from a pole or hang it on someone like a shroud. The Fitting Room is designed to be more limited in scope and just make clothing fit better on problematic or extreme poses.
So, as you saw last time, I was having more trouble with the straps of the chest harness the character wears:
Detail from Days Gone, page 5 © 2019 Mike Mitchell |
Now, I have used the Cloth Room in the past and had watched two quick videos about the Fitting Room, so it wasn't completely alien when I got there. I knew that I would need to define the soft object (the chest harness) and the target (M4 model) and then run a simulation.
Something I did not know was that this works best when all targets load at the 0,0,0 coordinates. When I was in the room I didn't see either top or M4. The viewports were empty. However, the Fitting Room Dialog box showed that the two meshes were available, so I ran the simulation anyway.
And guess what? It worked.
The top was reshaped to Mike's body. Of course, now I had to move the top across the cave and manually place it on his body, but it fit and looked pretty good. However, when it came time to render, I decided that i wanted more control, so I rendered his body and the strap in separate images and then combined them in Clip Studio Paint. I even used the Mesh Transform tool to reshape it just a little so I could get that ring away from his chest and just a little more under his armpit area.
Here are the results of my hard work (this time showing the entire four-panel sequence that spans both page 4 and 5):
Days Gone, pages 4 & 5 © 2019 Mike Mitchell |
Needless to say, I'm much happier with the results. The detail on the stomach is more interesting and I think I did a better job on his hair this time around.
Next up: Selling Emotion Through Body Language