And I’d like to remodel it’s tunic to a brigantina like this: Brigantina
The problem for me is that I want to put those little metal plates on the tunic BEFORE I use a cloth-modifier on the tunic, but the metal plates shall stick to the tunic and they shouldn’t be deformed by the cloth-modifier.
Is there a possibility to only affect a part of an object by the cloth-modifier and let the rest be “untouched”?
In addition if somebody knows a good tutorial or something that explains how to tailor clothes with the cloth-modifier I’d be happy if you could point that out to me.
Yup that post should have a lot of what you need. It’s handy that these forums give me a notification when someone links to my post!
To make the brigantina work, the trick will be to make sure that none of the surface under the plates bends or changes size much. That means you need to have a sim mesh with the right topology. You want the faces under each plate to be rigid, but the areas between to be flexible.
Have your topology for the sim mesh be like this (made by beveling a grid):
Then in cloth settings, use the Property Weights section and a vertex group to set the stiffness on the large grey faces to be much higher so they won’t bend. But make the black faces inbetween very flexible. Then attach your metal plates with the Surface Deform modifier.
(Alternatively, you could have your plates be individual objects, and parent them to each face individually. But this is very slow. The only reason to do this would be if your plates were only partially attached, and you wanted them to hang/hinge off of the cloth below. Then you would do this and also make them rigid bodies. But again that’s a ton of work and most likely won’t be needed.)
EDIT: You may also be able to just use a particle system for the scales. Make it so there is a vertex at the center of the stiff faces on the sim mess (poke command) and then make a particle system that puts instances of a Scale object onto only those vertices via a vertex group.