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How do I model a white collar?
Posted: 12 November 2012 06:35 PM   [ Ignore ]
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I’ve asked this question in a manner in another topic but it’s never got looked at so I guess it’s too old a topic now or I’m asking the wring questions..

I’m modelling a shirt with cuffs and collars and sleeves etc - well i’ve done the sleeves by extruding from the shirt body, however the collar is a little different.

I want the collar to be white where the shirt is chequered, so how do I model the collar so that it remains part of the shirt when parcelled together.

I’ve tried welding parts of two seperate objects together but the problem is that object them becomes one and the colours cannot be changed independantly.  Besides - I’ve had several failures and crashes even when all the smoothings were collapsed and never managed to simply weld two seperate object edges together.

If I group a seperate collar to the main torso, will it stay grouped to the main section when the model moves or will it become detached?
(thinking about this I could try a test on the cuffs of the shirt I am doing to see couldn’t I?  grin )

However I’m thinking of the opening up the front of the shirt also and that has to be a white button strip so you might be able to see why i’m worried.

The other thing I am concerned about is the squares on the shirt - will the checkered pattern look different on the body to the arms and can I set the arms for a different material because I want the stripes to do down the sleeves.

When I create the material - can I create some png somehow which has the pattern of the sleeves on it like the png’s which appear somehow on the manekin in the background - having said that he does not look well!!!

So many questions I know - but please bear with me - it’s my second modelling attempt at an item of cloting…

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Posted: 12 November 2012 08:27 PM   [ Ignore ]   [ # 1 ]
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I want the collar to be white where the shirt is chequered, so how do I model the collar so that it remains part of the shirt when parcelled together.

Let me start by stating that I am not into this sort of thing, however where you are going wrong is to apply colour to the two separate objects before you weld them together.  Once you do that, you loose both colours.

Having welded the collar to the body of the shirt, you then need to apply place holders so that when you UV it and unwrap it you will be able to apply what ever texture/colour/bump etc you require.

So the collar; change to face mode and one by one [holding the shift key] select all the relevant faces,. Open up the left hand material panel and down at the bottom in the Shading domain you should select new and name the resultant domain - collar.  Then go to the material panel above and rename it Collar and change the colour to whatever colour you wish, say yellow. Beside the collar shading domain are two small boxes one with a + sign and, the outer one a blue ball;  click the blue ball and the collar on your shirt will temporally disappear, that is until you click on it again.

Now after making your shirt body transparent using the icon on the lower tool bar, select all of the remaining mesh faces with the lasso tool, go to the shading domain panel and select new, rename it shirt body, ditto in the material panel above and change the colour to say medium red. Then go to the shading domain - collar and re click on the blue ball.  Bingo,  red shirt with yellow collar. 

Now when you UV the final model you will have the material domains giving you separate islands together with the seams that you have added to enable you to unwrap. 

Obviously if you need other areas to be either a different colour/material you need to select them like the collar, name them etc.  You can do that before or even after you have selected the main body.

 

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Posted: 13 November 2012 12:56 AM   [ Ignore ]   [ # 2 ]
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Hi Tdrd,

I would model it all in one piece. Don’t worry about the materials until you have finished modelling the shirt.

Then you need to create new material groups for the separate areas. There is a really good tutorial at Geekatplay on how to do this…that is how I learnt to do it.

You will also need to do a basic uv map at least if you want to use a pattern on the shirt in DS.

If you get stuck following the tutorial either post here or pm me and I will try and help you.

Also just noticed what you asked about the size of the mesh on the sleeves compared to the body. It seems a very dense mesh on the body. You might be able to reduce it a bit…how many polys is it? I normally try and tidy the mesh as I go.

cheers

Pen

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Posted: 13 November 2012 02:24 AM   [ Ignore ]   [ # 3 ]
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I do not know how to reduce the number of polys in a mesh once collapsed.
I wish I did as I think there’s far too many.
There are currently 4064 polys on the shirt body.

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Posted: 13 November 2012 03:52 AM   [ Ignore ]   [ # 4 ]
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tdrd - 13 November 2012 02:24 AM

I do not know how to reduce the number of polys in a mesh once collapsed.
I wish I did as I think there’s far too many.
There are currently 4064 polys on the shirt body.

I’m not 100% sure myself. Save first then try selecting an edge that you want to get rid of. If you hit ‘l’ it should loop around the body. Then try hitting backspace. This should delete the selected edges and hopefully reduce the polys. Make sure you save first…

RedSquare if they are still around would know I’m sure…

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Posted: 13 November 2012 04:12 AM   [ Ignore ]   [ # 5 ]
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To reduce the poly count, select a tessellation (an edge) then loop it, check that all of that tessellation has been captured; then hit the back space key to dissolve it and click on the remove vert’s option.  Then select the next bar one and repeat.  Alternatively,  select one edge of a poly every other tessellation press the L key to loop them all, inspect, tidy up and dissolve the lot plus verts.

You may be able to save time by selection and then use the 1 x n tool to select alternating tessellations then loop and dissolve, but how successful that is will depend on how many tessellations are on the main body.  Save the new version then repeat it all over again until after smoothing it still holds its shape and you are happier with the poly count.

EDIT:  Ha!  snap.  cheese    NB:  Be careful NOT to remove a key tessellation that is essential for you to (a) create your seams and (b) retains the main structural template otherwise you will loose the shaping.

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Posted: 13 November 2012 07:49 AM   [ Ignore ]   [ # 6 ]
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For a shirt for Genesis….you probably want the poly count to be somewhere in 3000 to 5000 range.  For the simple matter of it ‘fits’ all the morphs with less distortion and odd stretching.  I’ve been experimenting and a shirt with enough polys (about 3500) doesn’t suffer from many of the problems lower poly count ones do, when morphng, especially into female shapes.  Another key is ‘uneven’ distribution…having more polys in the chest area than the lower parts of the shirt.

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Posted: 13 November 2012 08:12 AM   [ Ignore ]   [ # 7 ]
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BTW, your textures are flipped.

You can either reflip individual textures by clicking their box in the materials window or tell hexagon to always flip OBJ textures by checking the “Flip Textures” setting in “Preference editor” => “Import/Export” tab => “Wavefront Obj” button.

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Posted: 13 November 2012 11:31 AM   [ Ignore ]   [ # 8 ]
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, your textures are flipped.

I think s/he means on Genesis.  smile

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Posted: 13 November 2012 01:53 PM   [ Ignore ]   [ # 9 ]
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Can anyone give tips on how to model the front lobes of a shirt collar - i’m struggling after hours here…

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Posted: 13 November 2012 02:31 PM   [ Ignore ]   [ # 10 ]
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RedSquare - 13 November 2012 11:31 AM

I think s/he means on Genesis.  smile

If you’re referring to me, that would be “he”.  smile

And yes, I mean on the genesis model. If y’all look closely, you’ll see that what looks like weird “eyebrows” are actually his eye orbits and the poor guy’s nose is sitting on top of his head.  smile

tdrd - 13 November 2012 01:53 PM

Can anyone give tips on how to model the front lobes of a shirt collar

I might start by wrapping a rectangle around the guy’s neck, make a gordon surface out of it, add thickness, and then add a level of smoothing.

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Posted: 13 November 2012 04:34 PM   [ Ignore ]   [ # 11 ]
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OK since someone noticed the textures flipped on the genesis model - how do I fix the issue?
Not important but it makes him look a little healthier…
grin

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Posted: 13 November 2012 05:12 PM   [ Ignore ]   [ # 12 ]
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tdrd - 13 November 2012 04:34 PM

OK since someone noticed the textures flipped on the genesis model - how do I fix the issue?

I mentioned 2 ways to fix it in the post I made where I first pointed it out.  smile

(which is comment #7)

 

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Posted: 13 November 2012 05:29 PM   [ Ignore ]   [ # 13 ]
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Thanks - Missed that post - sorry about that.

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Posted: 13 November 2012 06:17 PM   [ Ignore ]   [ # 14 ]
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No problem!  smile

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Posted: 13 November 2012 06:49 PM   [ Ignore ]   [ # 15 ]
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I’ve already said Im creating a shirt collar.
I have attached a graphic of two shirts I sought off the web for some idea.
(I’ve removed faces and brand names for copyright and identity protection)

Below you will see the shirt as I have got it so far.
I created the collar by extruding the neck using smoothing level 2, but need to shape the outlines to the ones similar to the ones in the left sample.  (The casual open necked appearance appeals to me.)

What I am having problems with (due to lack of experience) is keepind the depth of the collar whilst trying to move the points around.
I tried movinf individual points around but things got a bit spiky and I lost control.
Reverting back to a saved version (of which I have many) I have decided to ask you all if there is a technique I should follow when modelling the collar.
I can even make the Hexagon file available if anyone could show me how to start (not do it for me but show me - i’ll never learn if people do it for me all the time.) Just drop me a PM if you want the hex file to help guide me as I think it could be a little complex given that i’ve only been hexing for about a month now.

ANY advice giving indications of where to start would be GREATLY WELCOME as i’ve tied myself and the shirt collar in knots over the last few hours getting nowhere fast.  Once given invaluable pointers I’ll be away…

Thank you in advance for ANY feedback.  Terry

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