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Let’s Make Clothing! Tutorial thread. Shoes too!
Posted: 22 February 2013 11:41 PM   [ Ignore ]   [ # 226 ]
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RAMWolff - 22 February 2013 10:35 AM

Hi Patience,

Thanks for the work flow.  Not mine though sorry to say.  I did figure it all out though so in case anyone is using ZBrush - Hex - Genesis - DAZ Studio here we go.

Finish your detailing in ZB, save as an OBJ.  Switch over to DS.  Load up Genesis, keep in T formation.  Leave shape at default.  Then File>Import>Obj.  When the import dialog comes up in the percentage box type in 2550, the area above that will switch to “Custom” and the Save Preset button will light up.  Name that ZBrush Native Import since that seems to bring it in at Genesis sized.  It will be on the floor so use the translation tool to move it up and position it in place.  I used the Scale dials to fix any poking out.  Then went to the Edit tools found in the fly out menu in the Scene tab.  I converted to Triax weight mapping and then use the Transfer tool to conform it to Genesis:

Source: Genesis | Choose “Current” in the “Item Shape” drop down
Target: Item to be transferred | Leave “Item Shape”  at “Default”
Projection Template: I chose Shirt>Tight since it was a vest.
Click “Show Options” and leave it all as it is but check off the “Reverse Source Shape from Target” option.  The reason why I said to choose “Current” for Genesis is that this box is un-selectable unless you have SOMETHING selected in the Source “Item Shape” drop down. 

Run the script and it’s done.  Now I’m trying to figure out how to freeze the shoulder bones in the vest since when Genesis puts it’s arms up or down the tips of the vest follow along and it looks kinda bad.  Any solutions to this area you can provide me with??

Thanks!

Glad you found a way that works and thanks for posting it too.
I actually buzzed by the Zbrush website today ... taxes first, whimper.
Is it “easy” to uvmap AND unfold it in Zbrush?

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Posted: 22 February 2013 11:55 PM   [ Ignore ]   [ # 227 ]
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SickleYield - 22 February 2013 12:52 PM

... edit ... (and sorry for hijacking Patience’s thread, feel free to jump in any time).
...

Please, I don’t consider this hijacking ... it’s about making clothing and you are more than welcome to post in it.

I did get a change to try the Morph Loader Pro again ... and I don’t know, but this time it worked. And somethings were working that didn’t before so now I’m thinking that another thing that had to be done for whatever reason, was simply to close and re-open D/S.

I don’t have any image sets to post this weekend. Am thinking over a few ideas as to what to cover next.

Adding morphs to clothing in D/S4.x ... when I get the pathway down pat.
Legacy rigging clothing ... that would take a little longer to put together however some are working on items for M3/M4.
Another uniform from the list.

 

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Posted: 22 February 2013 11:59 PM   [ Ignore ]   [ # 228 ]
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Patience55 - 22 February 2013 11:55 PM
SickleYield - 22 February 2013 12:52 PM

... edit ... (and sorry for hijacking Patience’s thread, feel free to jump in any time).
...

Please, I don’t consider this hijacking ... it’s about making clothing and you are more than welcome to post in it.

I did get a change to try the Morph Loader Pro again ... and I don’t know, but this time it worked. And somethings were working that didn’t before so now I’m thinking that another thing that had to be done for whatever reason, was simply to close and re-open D/S.

I don’t have any image sets to post this weekend. Am thinking over a few ideas as to what to cover next.

Adding morphs to clothing in D/S4.x ... when I get the pathway down pat.
Legacy rigging clothing ... that would take a little longer to put together however some are working on items for M3/M4.
Another uniform from the list.

I would suggest another thread for Gen 3 and 4 - that’s a lot of material to cover and there’s almost no overlap.

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Posted: 23 February 2013 12:03 AM   [ Ignore ]   [ # 229 ]
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SickleYield - 22 February 2013 11:59 PM
Patience55 - 22 February 2013 11:55 PM
SickleYield - 22 February 2013 12:52 PM

... edit ... (and sorry for hijacking Patience’s thread, feel free to jump in any time).
...

Please, I don’t consider this hijacking ... it’s about making clothing and you are more than welcome to post in it.

I did get a change to try the Morph Loader Pro again ... and I don’t know, but this time it worked. And somethings were working that didn’t before so now I’m thinking that another thing that had to be done for whatever reason, was simply to close and re-open D/S.

I don’t have any image sets to post this weekend. Am thinking over a few ideas as to what to cover next.

Adding morphs to clothing in D/S4.x ... when I get the pathway down pat.
Legacy rigging clothing ... that would take a little longer to put together however some are working on items for M3/M4.
Another uniform from the list.

I would suggest another thread for Gen 3 and 4 - that’s a lot of material to cover and there’s almost no overlap.

Right. Good idea ...

Edit to add: And I mustn’t forget to mention there’s this lovely new product for those seeking to do conversions:
http://www.daz3d.com/sickle-rigging-and-morphing-system  grin

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Posted: 23 February 2013 12:23 AM   [ Ignore ]   [ # 230 ]
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You are a nice lady. wink

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Posted: 23 February 2013 12:36 AM   [ Ignore ]   [ # 231 ]
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krosbones - 22 February 2013 09:58 AM

Hello, I am still new at this and have some questions. I hope this is the right place to post them.

I recently bought the “Classic Bikini Tutorial” from DAZ ( saw someone on here refer it as a good tut).
It was a very good tutorial teaching me a lot of different tools in Hex.
The problem I am having is that it did not seem complete. He went over everything to model the clothing, UV map and fit it onto Genesis.
But I am lost on a few parts.
What do you do with the UV maps? (he just stacked them on top of each other and said he would get back to that later…is that another tut I have to buy?)

That’s interesting. I have no idea. I know I didn’t recommend it as I do not have that product. As I recall he has a few videos over at Youtube.com.

To deal with overlap, somehow get them not overlapping [use the empty space to help sort them out if need be]. Assign “shading domains” to each section. THEN you can overlap them on the CheckerT “unless” you’re planning to market items, then it is preferable/mandatory to not overlap sections.

How do you save the clothing items to use in DAZ? Do you have to import the OBJ in everytime you want to use them? Then go through the whole transfer utility each time?

Either back in one of this thread’s pages, or over in my tutorials posted in my Boudicca36 gallery, I did cover ‘saving’ the clothing item.
After you’ve done the transfer utility bit ... File > Save as > Support Asset > [figure/prop] [minor variances between 4.0 and 4.5].
Very important that in the scene you have the new clothing item selected, NOT Genesis wink
And save it to its proper place. We cannot rearrange their places after creation if we want the files to work.
For eg.: My Library > People > Genesis > Clothing > subfolder(s) ...

I am just getting back into using DAZ and Hex. I used to “play” with them a few years ago. Spent a lot of money to buy stuff for V4. Now that I am getting back into it. I can not find any tuts on creating for V4…everyone is using this Genesis (which I don’t care for…yet)
What happened to all of the tutorials on making clothes for V4?...all of my links are dead…and all of the products I have for V4 don’t work the best on Genesis.

The old forum was ‘archived’ ... more info for finding the threads is posted here.


Thanks for all of the useful info in this thread…..I learned quite a bit just reading through…too many pages to read all right now LOL.

You’re welcome.

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Posted: 23 February 2013 12:37 AM   [ Ignore ]   [ # 232 ]
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Patience55 - 22 February 2013 11:41 PM

Glad you found a way that works and thanks for posting it too.
I actually buzzed by the Zbrush website today ... taxes first, whimper.
Is it “easy” to uvmap AND unfold it in Zbrush?

Thanks for your blessing on my questions and SY’s answer party.  I’m glad we are all using one thread as it keeps the information flowing regardless of the program. 

As much as I LOVE ZBrush the UV mapping ... not understanding how it’s done quite yet.  I did find a UV Mapper program I think I’ll enjoy:

http://www.unwrap3d.com/u3d/index.aspx

I made my first pair of booties today but need to UV Map them.  I also need to figure out how to get a heel on it. I tried in ZBrush but it was a bust.  I’m still learning how to start new layers in 3D modeling programs and always have to keep telling myself to turn off the main figure so I’m not distracted.  I just couldn’t find a ready made shape in ZB that would work.  Tried a cylinder and it looked pretty bad by the time I was through with it.  I’m more of an organic modeler so getting sharp edges is something I need to work at more. 

I’m building a super hero character that I loved growing up named Chameleon Boy from the Legion of Super Heroes. 

Full body and face morphs are done. 
Skin and 2nd skin are about done (render shown below). 
I have the vest made, he has antennae, those are made with movement morphs and now the boots. 

Got the base of the gloves done too. 

But yea, need to slow down and figure out the UV Mapping bits so it’s something I will be really proud of.

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Posted: 23 February 2013 12:57 AM   [ Ignore ]   [ # 233 ]
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RAMWolff - 23 February 2013 12:37 AM
Patience55 - 22 February 2013 11:41 PM

Glad you found a way that works and thanks for posting it too.
I actually buzzed by the Zbrush website today ... taxes first, whimper.
Is it “easy” to uvmap AND unfold it in Zbrush?

Thanks for your blessing on my questions and SY’s answer party.  I’m glad we are all using one thread as it keeps the information flowing regardless of the program. 

As much as I LOVE ZBrush the UV mapping ... not understanding how it’s done quite yet.  I did find a UV Mapper program I think I’ll enjoy:

http://www.unwrap3d.com/u3d/index.aspx

I made my first pair of booties today but need to UV Map them.  I also need to figure out how to get a heel on it. I tried in ZBrush but it was a bust.  I’m still learning how to start new layers in 3D modeling programs and always have to keep telling myself to turn off the main figure so I’m not distracted.  I just couldn’t find a ready made shape in ZB that would work.  Tried a cylinder and it looked pretty bad by the time I was through with it.  I’m more of an organic modeler so getting sharp edges is something I need to work at more. 

I’m building a super hero character that I loved growing up named Chameleon Boy from the Legion of Super Heroes. 

Full body and face morphs are done. 
Skin and 2nd skin are about done (render shown below). 
I have the vest made, he has antennae, those are made with movement morphs and now the boots. 

Got the base of the gloves done too. 

But yea, need to slow down and figure out the UV Mapping bits so it’s something I will be really proud of.

Oh he looks cute grin

Thanks for the link. That’s one I haven’t tried yet and I have just the uniform to test it with.

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Posted: 23 February 2013 01:17 AM   [ Ignore ]   [ # 234 ]
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Yes, sharp edges! That’s something I fail to comprehend why in the world the model doesn’t just stay looking the way we made it!

However a few strategically placed tessellation lines makes a world of difference.

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Posted: 23 February 2013 01:19 AM   [ Ignore ]   [ # 235 ]
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Hmm… I’ll give that try this weekend for sure. Looks like a handy bit of information.  Thanks so much! grin

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Posted: 23 February 2013 01:30 AM   [ Ignore ]   [ # 236 ]
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You’re welcome. grin

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Posted: 23 February 2013 03:06 AM   [ Ignore ]   [ # 237 ]
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I have a question that may not have been covered yet. I’ve been talking with SickleYield about making a man’s Victorian style formal Opera cloak with collar, lapels, and capelet, and I could really use the help from someone who has actually made fully rigged full circle cloaks. The design I have in mind drapes over the arms completely at least over the upper arms, and as per our discussion, would need to be rigged to the collar at the very least, but to no more than the shoulder bones, and then use handles and morphs for the rest, neither of which I have any experience with.

As for modelling it initially, I was thinking of starting with a sphere primitive cut in half at the equator, then flattening said hemisphere into a disk. Attached are images of the cloak I have in mind as well as two similar cloaks (which are basically what mine is a combination of). This is a garment which, if I can get right, is something I may actually want to release for potential sale (Chohole herself said she’d “pay good money” for a cloak like it. So it sounds like there could be a market for it, and I have not found anything even remotely like it, just medieval style hooded cloaks.

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Posted: 23 February 2013 01:03 PM   [ Ignore ]   [ # 238 ]
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Tramp Graphics - 23 February 2013 03:06 AM

I have a question that may not have been covered yet. I’ve been talking with SickleYield about making a man’s Victorian style formal Opera cloak with collar, lapels, and capelet, and I could really use the help from someone who has actually made fully rigged full circle cloaks. The design I have in mind drapes over the arms completely at least over the upper arms, and as per our discussion, would need to be rigged to the collar at the very least, but to no more than the shoulder bones, and then use handles and morphs for the rest, neither of which I have any experience with.

As for modelling it initially, I was thinking of starting with a sphere primitive cut in half at the equator, then flattening said hemisphere into a disk. Attached are images of the cloak I have in mind as well as two similar cloaks (which are basically what mine is a combination of). This is a garment which, if I can get right, is something I may actually want to release for potential sale (Chohole herself said she’d “pay good money” for a cloak like it. So it sounds like there could be a market for it, and I have not found anything even remotely like it, just medieval style hooded cloaks.

Yes I would also think that this would be a popular item. Can see several characters it would be great for.

I’m not the experienced person you’re seeking to answer this so hopefully somebody will come by who is and reply.

Some of the information you need is covered in the rigging tutorials [both those for purchase and those online].
For eg. Rigging Original Figures covers creating bones and applying weight to them.
Both the online long skirt tutorial in the forum archive and Genesis Basic Clothing Rig Kit cover information about ghost bones and handles.
And over on Youtube there are some Daz3d videos for dealing with the Rigidity maps and other fun stuff.

I hope that perhaps you might make some “how to” screenshots along the way while working on the cape.
It’s a great way to, for starters, remember for the 2nd cape, what works and what doesn’t.
And of course, I think many people would like to know the answers as well.
And tutorials do not lose customers. I’ve found they tend to make a few more. Because when people see and/or realize how much work goes into an item, that $6 or whatever looks REAL GOOD as people’s time tends to be worth money too. I don’t know anybody whose weekly salary is $6.

edit: For modeling, I’d be tempted to start something like that with the cylinder.

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Posted: 23 February 2013 01:15 PM   [ Ignore ]   [ # 239 ]
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Patience55 - 23 February 2013 01:03 PM
Tramp Graphics - 23 February 2013 03:06 AM

I have a question that may not have been covered yet. I’ve been talking with SickleYield about making a man’s Victorian style formal Opera cloak with collar, lapels, and capelet, and I could really use the help from someone who has actually made fully rigged full circle cloaks. The design I have in mind drapes over the arms completely at least over the upper arms, and as per our discussion, would need to be rigged to the collar at the very least, but to no more than the shoulder bones, and then use handles and morphs for the rest, neither of which I have any experience with.

As for modelling it initially, I was thinking of starting with a sphere primitive cut in half at the equator, then flattening said hemisphere into a disk. Attached are images of the cloak I have in mind as well as two similar cloaks (which are basically what mine is a combination of). This is a garment which, if I can get right, is something I may actually want to release for potential sale (Chohole herself said she’d “pay good money” for a cloak like it. So it sounds like there could be a market for it, and I have not found anything even remotely like it, just medieval style hooded cloaks.

Yes I would also think that this would be a popular item. Can see several characters it would be great for.

I’m not the experienced person you’re seeking to answer this so hopefully somebody will come by who is and reply.

Some of the information you need is covered in the rigging tutorials [both those for purchase and those online].
For eg. Rigging Original Figures covers creating bones and applying weight to them.
Both the online long skirt tutorial in the forum archive and Genesis Basic Clothing Rig Kit cover information about ghost bones and handles.
And over on Youtube there are some Daz3d videos for dealing with the Rigidity maps and other fun stuff.

I hope that perhaps you might make some “how to” screenshots along the way while working on the cape.
It’s a great way to, for starters, remember for the 2nd cape, what works and what doesn’t.
And of course, I think many people would like to know the answers as well.
And tutorials do not lose customers. I’ve found they tend to make a few more. Because when people see and/or realize how much work goes into an item, that $6 or whatever looks REAL GOOD as people’s time tends to be worth money too. I don’t know anybody whose weekly salary is $6.

edit: For modeling, I’d be tempted to start something like that with the cylinder.

The only problem with starting with a cylinder is the fact that it has to be modeled over a T-posed figure, and has to cover the arms spread out. Not only that, but the real thing is made from a circle of cloth, not a tube, and I really want to make this look and work as authentically as possible.

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Posted: 23 February 2013 01:38 PM   [ Ignore ]   [ # 240 ]
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Tramp Graphics - 23 February 2013 01:15 PM

...edit ...

The only problem with starting with a cylinder is the fact that it has to be modeled over a T-posed figure, and has to cover the arms spread out. Not only that, but the real thing is made from a circle of cloth, not a tube, and I really want to make this look and work as authentically as possible.

Circle from centre, fill with a coon’s surface, will give a flat circle plane ... sure would be nice if we could make dynamic clothing!

Obviously a lot more surfaces would be required to model the cape, but this is what I was thinking of.

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