Video summary
Tutorial for creating a body under outfits using Wrap and Blender.
Main summary
Key takeaways
Summary
The video is a step-by-step guide to creating a plausible body mesh beneath a character’s outfit when the source model has little or no exposed body geometry. The demonstration uses an imported Final Fantasy VII Rebirth character and a Genesis 9 base figure, though the presenter says most of the process also applies to Genesis 8 and other Genesis figures.
Workflow and Key Techniques
1. Prepare a clean Genesis base in DAZ Studio
Load the desired base figure, set its resolution to Base, and export it as an OBJ. The presenter exports at 1% scale, then adjusts the scale on import to match Blender and Wrap. The exact correction depends on the user’s export settings.
2. Fit the character to the base in Blender
Align the feet and heels first, then scale and position the model using landmarks such as the face, shoulders, elbows, wrists, and knees. High heels require special attention because the character’s foot pose will differ from the base figure.
The presenter also adjusts the armature’s bone roll so the arms can be posed or aligned in opposite directions as needed.
3. Separate and organize outfit parts
The character’s mesh is separated by material using the Cats Blender plugin, though the presenter notes that other tools can do this. Outfit pieces can then be renamed and separated further—for example, into boots, pants, gloves, belts, and armor—to make later editing and mix-and-match use easier.
Merging by distance and recalculating normals can help clean up the mesh after separation. These organization steps are optional.
4. Create the underlying body in Wrap
Use whatever body parts are available as guides, such as the face, hands, and a relatively complete pair of pants. When the torso is fully covered, the presenter describes two approaches:
- Wrap from the exposed areas and repair the torso afterward.
- Make a working copy of the shirt and remove details to expose more of the body region as a guide.
Place landmarks across the face and body, including the eyes, jaw, neck, chest, groin, knees, elbows, and fingers. Mark regions that should be excluded where the source geometry is missing.
The wrap produces a rough body fitted to the clothing-derived references, not a finished anatomical mesh.
5. Refine the Wrap result
Use Wrap’s Relax Projection brush to smooth artifacts while keeping the result close to the clothing. Then use Clone to restore or correct areas toward the Genesis reference shape.
Pay particular attention to the armpits, shoulders, chest, groin, buttocks, elbows, fingers, and fingernails. Finger and nail geometry can distort badly, especially when the source and base hands differ in size.
The presenter says Genesis 8 and Genesis 9 use slightly different setup steps for selecting body regions and excluding parts such as the eyes and mouth, but the overall process is similar.
6. Finish in Blender
Export the wrapped mesh, import it into Blender, correct its scale, and align the feet and legs to the character’s shoes—especially when the footwear has a high heel.
Sculpt or smooth the body so it sits beneath the outfit, using the clothing and Genesis base as references. Check for protrusions and uneven areas, and inspect the mouth to make sure it has no unwanted gaps.
The tutorial emphasizes that this stage involves trial and error. A close, clean fit is generally more practical than trying to make every vertex match exactly.
The resulting body can be exported as a morph for Genesis 8, Genesis 9, or another supported figure, after which the rest of the character-conversion workflow can continue.
Main Speaker or Source
- Shinteo — the tutorial’s sole presenter and narrator.
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