Take a close look at a zip - it is made of individual teeth which are clamped onto a strip of cloth.
There are many ways to make this - what I did was to make a tiny elongated cube, extrude a part of the front piece and scaled the face to make it taper. Made a long line and tessellated it to get sufficient points on which to replicate the tooth. Made a curve - for this part you can extract a curve from the jacket to get it to match exactly - and bent the line.
Then copied on a support to get the teeth distributed on the curved line Offset the same line and used ruled surface to make the cloth strip.
Any particular part you have problems with that I could maybe help out on?
What I did took possibly ten minutes.
I can’t see clearly from your pic, but can imagine that if the zip extends all the way up the open collar it will have to twist at some point to get behind, which could present a technical problem - I’ll have to give that a test:)
Edit: Just tried this on a curve extracted from a twisted cylinder - the copy on support does follow the twist, although the transition is abrupt in places - a little tweaking on the rotation fixes it in no time.
No technical problems so far, though I’m not really sure how you did yours. I’m manually aligning each tooth. I made one tooth, UV mapped and set the Material zone (for the shaders), placed it on the one edge and copied it, rotated the copy 180°, and aligned it, then selected both, copied and pasted again, aligned the copies until I had ten pairs, selected those twenty, copied and pasted, positioned, them as close as possible as a group then individually, and repeated. Once I got to the point where the zipper splits, I continued aligning them in pairs to make sure everything was spaced, before deleting the “extras”. Like I said, very time consuming. I’m not sure exactly how many hundred teeth there are, but I’m sure it’s well over two to three hundred easily, if not two to three hundred pairs.
And yes, the teeth will go all the way up the open collar. I haven’t gotten that far yet though.
Like I said, I really have no clue what you meant in your first post. particularly, “Copy on Support”? Never heard of that. Is that anything like the “Step and Repeat” function in Adobe Illustrator and InDesign? What’s “Ruled Surface” too?
I figure I’ve got another 300 or so teeth to place. By the time all is said and done, there’ll probably be somewhere around 1200+ individual teeth on this zipper.
My apologies - difficult to assess the knowledge level of someone when giving advice. Don’t want to go insulting folks by assuming they are beginners:)
Copy on support is a function under the utilities tab - fourth from the left. You have two items - the item you want to copy and the support. Could be a curve or a mesh. You select the item you want to copy, click on “copy on support” and click on the support item. If the support item is a curve, it will make as many copies as there are verts and place one on each vert. If the support item is a mesh, it will make a copy and place one on each poly. You set the orientation and some other properties in the properties panel. If you have “Clone” on, you can make changes to the original and the copies will follow suit.
I don’t know Illustrator or inDesign, but what you are describing seems to be more in line with the “Multiple copies” function in Hex - that is the icon next to copy on support. You set how many copies, the distance apart and rotation.
Ruled surface is a function under the surface modelling tab - third from left. It connects two or more curves to form a mesh. The condition is that the curves must have an equal number of verts. You select the function, then click on the curves in succession to join them.
Which is why Hex has a manual -pages 201 and 154:)
Believe me, it will profit you to scrap what you have already done and start over - try it in a duplicate file if you don’t want to entirely scrap it.
Have you given thought as to what you are going to do with it when it’s done? That is, if you are going to actually use the zip mesh and not a render of it as a transmap.
If you keep all the teeth as separate items, it means you would have to texture/colour each one separately, which will make for a massive file. If you weld them as one item, you can texture once, but you will loose the UV mapping.
Then there is the question of the individual teeth deforming along with the movement of the clothing - which you will obviously not want to happen. There is a function in Studio - probably also Poser - to rigidify things like buttons. I’m not sure how that works, or if it will work on a zip. You may want to do some investigating of that before going to a lot of possibly wasted work.
Actually, they all share the same material zone, so they’ll all get the same shader. And, besides, the UV map for them has them stacked, so they’d share the same texture map anyway. That’s why I made the UV map and material zone first before making the copies. As for deformation, given their minute size and sheer number, I doubt that will be an issue. Any “Deformation” should spread out evenly and thus be minimized for each individual tooth.
Most definitely. I typically don’t use the stock textures on a lot of my characters’ costumes anyway, often times replacing them entirely with Shaders (Ashley’s outfits being a prime example), And for the few outfits I’ve made myself, Once again, shaders work for me, particularly the Ultimate Shader Pack (for their different color chrome shaders). The zipper teeth are going to be done up using either the “Polished Gold” or Polished Brass shaders from that set. So I needed the teeth anyway. Here’s the latest update.
Wel, I’ve got the Material zones set, Object file saved, and the final outfit rigged in Daz, and, while the zipper worked out fine (no problems from the 1200 + teeth), the shoulders are going screwy when posed, even though the weigh maps are where they technically “should” be (the left and right collar bones). The first image shows how the jacket and armor should look when in a standing pose with the arms down at the sides. The second shows how it’s actually looking on a Genesis figure with the arms down at the sides. The pectoral armor, shoulder straps and epaulettes, (and shoulder seam on the jacket), should all be up on the top and inside of the shoulder and collar, not stretched down onto the upper arm. The deltoid armor should be up on the deltoids, not down on the biceps and triceps. What can I do to fix this?