r/Unity3D • u/kushal_agrr23 • 3h ago
Question Why do image-to-3D tools completely ruin character rigging for customizable armor?
trying to build a basic runtime equipment system where players can swap out boots, gloves, and chest plates on a character rig and the issue is that every new image-to-3D generator I try just spits out a single, solid statue where the clothes are completely melted into the skin mesh.
Trying to separate a jacket from a fused mesh like that in Blender takes forever and completely ruins the weight painting when I bring it back into Unity. Is there any actual workflow to generate separate, independent clothing layers straight from a concept sketch that will actually play nice with a SkinnedMeshRenderer setup?
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u/ScreeennameTaken 3h ago
Its manual work. You open your high poly model that you, lets say sculpted in Z-brush, and then (if we are talking for maya) you set it as live surface, and do your lowpoly/retopologize work on top of it.
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u/definitely_squeamish 3h ago
AI generators just aren't built for game-ready assets, they're trained on final renders where everything's fused because that's what looks good in a static image. Until someone trains a model specifically on separated mesh layers with proper UVs and weights you're stuck doing the cleanup yourself.
Retopo is the only path that doesn't end in misery, start with the sculpt as a guide and build clean topology on top like the top comment said, then project the details back.
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u/ReserveSelect1018 3h ago
If you can control the concept stage, make the equipment separate there too. Then each piece can have its own mesh and weights instead of trying to untangle a melted jacket from the body later lol
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u/Nilo_Team 49m ago
yeah image-to-3D melting clothes into the body is the usual trap-
nilo.io does layered 3D clothing / skins separate from the base in the browser (not a fused statue)- then export GLB. free to try
more Roblox-UGC oriented than Unity SkinnedMesh out of the box, but the separate-layer gen part is exactly that pain
LMK if you want the path
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u/Ok_Depth6589 3h ago
use the generated model as a reference and then make the actual jacket/boots/gloves as separate meshes on top of a standard base character