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Let’s Make Clothing! Tutorial thread. Shoes too!
Posted: 28 January 2013 05:18 PM   [ Ignore ]   [ # 151 ]
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Here are a few more.

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Posted: 28 January 2013 05:21 PM   [ Ignore ]   [ # 152 ]
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These follow then ...

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Posted: 28 January 2013 05:24 PM   [ Ignore ]   [ # 153 ]
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A time consuming task.

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Posted: 28 January 2013 05:28 PM   [ Ignore ]   [ # 154 ]
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Almost there!

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Posted: 28 January 2013 05:29 PM   [ Ignore ]   [ # 155 ]
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And the last one for this set.

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Posted: 29 January 2013 12:14 AM   [ Ignore ]   [ # 156 ]
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When you build clothes for a character that hold a tight fit, ie; a corset that pushes up the breasts; would you export the template character with this morphed dialled in, or export the zero’d character without any morphs and model the garment to that?

I’m attempting to model an outfit that is fairly tight, and just realised that the exported model would be shaped differently if they were actually wearing this outfit; ie the breasts would be pushed up and in etc

Advice welcome! smile
Dave

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Posted: 29 January 2013 03:21 PM   [ Ignore ]   [ # 157 ]
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davidedwards.me - 29 January 2013 12:14 AM

When you build clothes for a character that hold a tight fit, ie; a corset that pushes up the breasts; would you export the template character with this morphed dialled in, or export the zero’d character without any morphs and model the garment to that?

I’m attempting to model an outfit that is fairly tight, and just realised that the exported model would be shaped differently if they were actually wearing this outfit; ie the breasts would be pushed up and in etc

Advice welcome! smile
Dave

Must model to the “basic as it loads unigender Genesis “0” resolution”. Back in D/S4.x when Genesis is morphed to any other figure, the clothing should follow. If one models the clothing “for” a different figure, one will have the double morphing happening.

Knowing the look you might be wanting, might have to make a special morph for Genesis. I’m not the specialist for complicated ones ... one cannot redistribute other people’s morphs [speaking generally]. There is a way to make a morph and zero out all others so only one’s own morph is saved [and can be redistributed]. If said figure mesh is 100% for yourself, you can dial up the figure in D/S4.x and then send that over the bridge to Hexagon. Finish the morphing, send it back to D/S4.x via the bridge, test the morph [don’t worry too much about what Genesis looks like]; “save the morph” ... then I use the close/re-open D/S4.x method and recheck the morph*. Load the new clothing item; hopefully it looks correct.

* Some just load a new scene. As Smart Content usually has trouble finding “Genesis” I find it faster just to load D/S4.x again.

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Posted: 29 January 2013 11:05 PM   [ Ignore ]   [ # 158 ]
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Little side trip here.

Basic ‘cable’, hose, tube ... an amazing number of clothing items now have ‘em.

edit: pictures loaded a little out of order. They are named sequentially.

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Posted: 29 January 2013 11:06 PM   [ Ignore ]   [ # 159 ]
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Have fun.

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Posted: 29 January 2013 11:56 PM   [ Ignore ]   [ # 160 ]
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Thanks for the feedback smile

So opening DS and the genesis Victoria figure, then without touching any dials or morphs, just export the figure as an OBJ, and we should be good to go?

Another question if I may;

I’m curious about the back side of the garment mesh or specifically how the thickness works with DS. By that I don’t mean the rear of the person smile i mean the inside of the garment; what we don’t see.

If i was adding clothes to a character in 3ds Max; i would create the mesh, animate as desired with dynamics etc; then apply a shell to the mesh; the shell is a tool in max that gives the mesh depth or thickness.

So in the DS library of clothes, I notice a lot of clothes have apparent thickness at the openings. is this just modelled around the opening itself to give this appearance, or is it good practice to model the whole inside of the clothes too?

Thanks
Dave

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Posted: 30 January 2013 02:40 PM   [ Ignore ]   [ # 161 ]
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davidedwards.me - 29 January 2013 11:56 PM

Thanks for the feedback smile

So opening DS and the genesis Victoria figure, then without touching any dials or morphs, just export the figure as an OBJ, and we should be good to go?

Another question if I may;

I’m curious about the back side of the garment mesh or specifically how the thickness works with DS. By that I don’t mean the rear of the person smile i mean the inside of the garment; what we don’t see.

If i was adding clothes to a character in 3ds Max; i would create the mesh, animate as desired with dynamics etc; then apply a shell to the mesh; the shell is a tool in max that gives the mesh depth or thickness.

So in the DS library of clothes, I notice a lot of clothes have apparent thickness at the openings. is this just modelled around the opening itself to give this appearance, or is it good practice to model the whole inside of the clothes too?

Thanks
Dave

Not quite. Open D/S and the basic Genesis - no morphs of any kind ... that’s what we model to.

[might want to do as you said to have an idea ‘which face normals’ to remove or add to but the real clothing work is on the mesh covering the basic Genesis “0” mesh resolution, K.]

If you load Genesis, the V4 Genesis, and put some Genesis clothing on it, the clothing fits. [I’m assuming ‘cause I didn’t buy Genesis V4 but have bought some other Genesis characters] One can load the basic Genesis and any one from most of the Genesis clothing items, then on the Shape Tab; dial up a variety of shapes. The clothing should fit. These were all initially modeled to the basic Genesis “0” mesh resolution.

And have noticed that there are several new morphing packages available for morphing breasts so those might be some great time savers for anybody interested.

For clothing, thickness is an illusion. One can add a few extra tessellation lines near the “hem” and very gently curl the end “just a bit”.

Now we get into some problems as rigging for Legacy and rigging for the Genesis figure types work differently.
Some of the 3d modeling one can do for Legacy, like 3d piping; looks disastrous when smoothed on extreme morphs of Genesis [like the troll].

While I’ve seen some clothing tuts giving wonderful instructions for 3d modeling of clothing bits and pieces; have yet to see anybody rig those.

....


Something cute I’ve discovered though is that the smoothing procedure for getting a tighter fit about half way through the making of the suit; isn’t of course “perfect”. It’s not going to replace doing the work to make it rather tight fitting in the first place. But this is also good news. Because we can make some clothing items, like sashes [long story], to fit Genesis ‘away from the body’ enough to allow for clothing items underneath! Yes. So with lemons, make lemonade, add lots of sugar, and enjoy modeling doing what we can with what we’ve got.

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Posted: 31 January 2013 11:16 AM   [ Ignore ]   [ # 162 ]
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Thanks for the tutorials, Patience!

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Original Genesis shape and Genesis morphs transfer to G2F/G2M, G2F/G2M clones for Genesis
a way to transfer morphs to Genesis without Gen-X

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Posted: 31 January 2013 02:53 PM   [ Ignore ]   [ # 163 ]
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You’re most welcome. Glad these are helping people.

....................

I have noticed in some information for modeling for 3d printing. So just a reminder to those who are aiming for that goal, check those requirements first as all what is covered in this thread will not apply. Items need to be ‘closed’ for eg.

..........................
WIP ... part one for the uniform tutorial.
WIP ... a little tutorial for Legacy type rigging.

I “might” put together a little tutorial for something to do with metadata in 4.0. At least I’ve got 2 working now grin

Eventually, maybe next week, I’ll see about efforts to do a basic rigging for the uniform for Genesis.
Then the tutorial release for that.

Now if one has D/S4.5 and 4.0 on another computer ... and one has purchased the Horse2 for 4.5 ... one can have lots of fun learning how to rig a 4-legged critter over in 4.0. Basic concept is one can see how the legs are supposed to go, in 4.5 ... skip over to 4.0 and make it so.
Long term goal .... BULLDOGS ... lots of ‘em ... that is if everybody makes one grin
And Bulldogs have these costume shows ‘n parades. More clothing!
And who knows, we might even figure out how to dress that fella with 4 arms.

For those new here ... Daz3d always has sales happening. Some much bigger than others. Next huge one might be in March, called March Madness. So if you don’t have them yet, might want to keep an eye on these for future purchases. The puppet one, is just that. A starter for a figure of sorts. The bonus is it’s “merchant resource” which means this one you can edit and make your own figure with to share be it for free or sale.

http://www.daz3d.com/genesis-basic-clothing-rig-kit  30% off today

http://www.daz3d.com/rigging-original-figures-in-ds4-pro 

http://www.daz3d.com/puppet-merchant-resource-base-mesh 

 

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Posted: 05 February 2013 03:46 PM   [ Ignore ]   [ # 164 ]
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Here’s my brave attempt at “Creating Metadata” using D/S4.0 [similar if not the same as for in D/S4.5]. It is not covering a full product, just one freeware item I found somewhere.

http://www.sharecg.com/v/67288/view/3/PDF-Tutorial/Creating_Metadata

And here’s a little one on legacy rigging of a non-clothing item in D/S4.x

http://www.sharecg.com/v/67277/gallery/3/PDF-Tutorial/Rigging_Ropes

Next ... yes, I will get back to that uniform wink

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Posted: 06 February 2013 02:04 PM   [ Ignore ]   [ # 165 ]
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As promised, here is the tutorial for the Making Uniforms, Part One.
n.b. it is a large .pdf file ... basically it’s just the collection of the images published thus far in this thread for the Making Uniforms.

http://www.sharecg.com/v/67311/view/3/PDF-Tutorial/Making_Uniforms_Part_One


.......................


I’ve put 2 tutorials up at Mediafire. Stuff there seems to work for a few weeks then something goes wonky. So consider these temporary uploads.


http://www.mediafire.com/view/?hawub7ocdmo9q92  Making Uniforms

http://www.mediafire.com/view/?13a9gvdpa2315wx  Creating Metadata

..........................................


Another posted tutorial in the forums:  Changing/creating new bones for Transfer Utility auto-generated long skirt.:  http://www.daz3d.com/forums/viewthread/12921/P75/#240151  by DaremoK3

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