ZBrushCentral

Does open clothing need to be water tight for game res?

I’m retopologizing the base mesh on the left. As you can see it has thickness as it only wraps 90% around the waist. On the right is the start of my retop and I’m just wondering the what the standard way of dealing with thickness is on stuff like this.
Do I have to create the inside too or can I get away with just this single side?

Attachments

dress-retop.jpg

depends on if you’re going to use backface culling on that object.

If you’re using backface cullign you need to either double hull the object or create thickness.
If you’re not going to use backface culling you can leave it open, but it can display funny depending on the shader you’re using and how it reacts to an inverted normal.

What does double hull mean?
I was under the impression that most engines didn’t allow for backface culling. This will probably only make it as far as Maya as its just a modeling project for school.

double hulling is taking your geometry, duplicating it and flipping it’s normals.
all engines as far as i know default to using backface masking. There is no reason for the engine to render geometry not facing the camera.

er, yeah that’s what I meant :slight_smile:

So what’s the benefit to double-hulling? Is it just a trick to get a single sided mesh to be visible on both sides?

yeah. It’s basically a work around when your tech artist tells you you can’t make a double sided material. Granted it adds to your tri count to double hull…but eh.