There are getting to be more systems with layered mesh clothing. It used to be that only Second Life had that. Everybody else mostly had one-piece “skins”. But now Roblox has layered clothing. Metahuman has layered clothing, although it's not changeable in-game. There's something called MetaTailor.app under development.
Who else is working on this? Are standards evolving? The general idea seems to be to use Clo or Marvelous Designer to make clothes, and then run that through tools to get them into a game.
There are lots of unsolved problems in grinding down complex layered clothing and avatars down to game skins of acceptable triangle count. What's going on in that area?
A comment I made in another forum:
Fixing this requires solving some problems that result in SIGGRAPH papers and PhD theses. However, there's now enough work going on in this area, at places such as Roblox, that the theory is advancing. Some of the areas that need work are:
- Better mesh reduction. Which is really hard for thin objects such as cloth. Most of the algorithms are terrible on thin objects. The new mesh reducer in the Second Life uploader is an improvement, but it's still basically the same as limited dissolve in Blender. There are better mesh reducers, such as Simplygon and the new one in Unreal Engine 5. UE5 has silhouette protection, which keeps the edges of cloth from being drawn inward. (I tried out a few mesh reducers two years ago. They come in three flavors: bad, expensive, and brittle. By brittle, I mean academic code which breaks on imperfect mesh.)
- Mesh to texture conversion. Close up, the ruffles on the dress, the eyelets on the boots, and the wrinkles in the T-shirt are 3D mesh modeled. For lower LODs, those need to become automatically generated textures that have the normals from the original but are mostly flat surfaces. What does that kind of thing?
- Layering. When you get dressed in layered cloting, there are many triangles hidden by outer layers that are no longer visible. They still get drawn, and waste CPU and GPU resources. What's needed is something where, when you get dressed, all the mesh layers get baked down to a simplified game-type model. This needs to be in the game, not the dev tools, so players can mix and match clothes.
- Interpenetration at joints. This is where the elbow sticks through the sleeve. Sometimes it's going to be necessary to subdivide a mesh at joints to prevent that. Are there automated tools for this yet? Again, this needs to happen when the player dresses their avatar, not when the assets are created.
So what's going on?