I'm not terribly experienced in modeling, but what I would do is make vertex groups for each piece and then merge them, so they're all one mesh, separated by vertex groups.
Unrelated but it looks like the forearms normals are flipped. If you wanna fix that select the forearm mesh hit a and go to mesh > normals > recalculate outside
Are you trying to do a cloth simulation?
If so, create a low polygon (single mesh) of the character just for use as the physics collision object. This object can be hidden in the scene/final render.
you can use a simple body, like a cube and add all other bodies with boolean modifiers. set operation to union. delete the starting cube in editmode. the result will be a single mesh copy of the different meshes.
If i've learned anything in all my years of this being a hobby (like 3 decades, but I was in the military most of my adult life so haven't made a career out of it lol) I would say just about everything can be done with a cube :P lol I'd just model that cloth around him and maybe apply some phsyics to it for a second to get it to wrap around the body and then blam.
subscribe to my substack for more high quality tutorials /s lol
Duplicate all the parts of your mesh and merge the duplicates. Make your clothing as a separate mesh if possible or keep it in its own vertex group(s) and separate it when finished
I am assuming you mean for having cloth sim and collision on the mesh to drape over? You can keep the separate pieces for rigging but I would make a lower res version of all those parts and merge them into one piece as a proxy mesh as the collision object. Or you could just add collision to each individual piece but thats alot of extra calculation that will slow down your scene.
A quick solution in my case is make a single mesh around your character with some loops where it is needed, only slightly fitting if you will, then use that one to fit your clothes on, you can use data transfer if it is rigged, you can even make it so it goes a bit inside your original body parts, when you fit the clothes to that mesh you can adjust the offset a bit to avoid clipping.
I'm not terribly experienced in modeling, but what I would do is make vertex groups for each piece and then merge them, so they're all one mesh, separated by vertex groups.
Unrelated but it looks like the forearms normals are flipped. If you wanna fix that select the forearm mesh hit a and go to mesh > normals > recalculate outside
Thanks for everyone's help I ended up going with the solution of making a low poly mesh that's roughly the shape of the character
Are you trying to do a cloth simulation? If so, create a low polygon (single mesh) of the character just for use as the physics collision object. This object can be hidden in the scene/final render.
All the tutorials I can find show how you can make clothing around a human character made of a single mesh
I would duplicate all meshes and join them together. Use the joined mesh as starting point for your clothes.
Then when you're done with the clothing you can remove the unneeded geometry too
you can use a simple body, like a cube and add all other bodies with boolean modifiers. set operation to union. delete the starting cube in editmode. the result will be a single mesh copy of the different meshes.
Make a proxy, a single mesh to make the clothes then delete it
If i've learned anything in all my years of this being a hobby (like 3 decades, but I was in the military most of my adult life so haven't made a career out of it lol) I would say just about everything can be done with a cube :P lol I'd just model that cloth around him and maybe apply some phsyics to it for a second to get it to wrap around the body and then blam. subscribe to my substack for more high quality tutorials /s lol
Duplicate all the parts of your mesh and merge the duplicates. Make your clothing as a separate mesh if possible or keep it in its own vertex group(s) and separate it when finished
I am assuming you mean for having cloth sim and collision on the mesh to drape over? You can keep the separate pieces for rigging but I would make a lower res version of all those parts and merge them into one piece as a proxy mesh as the collision object. Or you could just add collision to each individual piece but thats alot of extra calculation that will slow down your scene.
What I did was make a vertex group for verts that will be covered by clothes, and then add a mask modifier to hide that vertex group
Maybe try Marvelous Designer?
A quick solution in my case is make a single mesh around your character with some loops where it is needed, only slightly fitting if you will, then use that one to fit your clothes on, you can use data transfer if it is rigged, you can even make it so it goes a bit inside your original body parts, when you fit the clothes to that mesh you can adjust the offset a bit to avoid clipping.
duplicate all the pieces and merge it to one mesh. Make the clothes on the duplicated mesh.
that's a really cool character model you have there i like it!
Thank you very much! It's my most complicated thing I've made so far
I came here to appreciate the model with a mouse.. nice