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Let’s Make Clothing! Tutorial thread. Shoes too!
Posted: 10 May 2013 06:04 AM   [ Ignore ]   [ # 601 ]
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Hi Patience.
Wouldn’t it be more productive, animation wise (which is something both programs encourage one to become involved…), to use the Constructive Solid Geometry approach as rings of B-Splines or NURBS? Perhaps verts at the seams. Wouldn’t that also cut down memory usage?


Sickle Yield,

One could begin as a single plane and extrude from there? Is it possible to begin as a point and build outward in 3Space? Do you think it’s possible to do what I described to Patience?

I think pursuing that algorithm might have some educational benefits, even if just to show why. I’m going to try some other ways, including the use of primitives. I noticed in the UV Mapping tuts how seams are made, although I haven’t tried any of the methods yet. Modeling is my first pursuit.

RAMWolf,

Someone had to say it. Glad it was you wink

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Posted: 10 May 2013 09:56 AM   [ Ignore ]   [ # 602 ]
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drcharbonneau - 10 May 2013 06:04 AM

Hi Patience.
Wouldn’t it be more productive, animation wise (which is something both programs encourage one to become involved…), to use the Constructive Solid Geometry approach as rings of B-Splines or NURBS? Perhaps verts at the seams. Wouldn’t that also cut down memory usage?


Sickle Yield,

One could begin as a single plane and extrude from there? Is it possible to begin as a point and build outward in 3Space? Do you think it’s possible to do what I described to Patience?

I think pursuing that algorithm might have some educational benefits, even if just to show why. I’m going to try some other ways, including the use of primitives. I noticed in the UV Mapping tuts how seams are made, although I haven’t tried any of the methods yet. Modeling is my first pursuit.

RAMWolf,

Someone had to say it. Glad it was you wink

In effect, no, it’s not a good method for this program.  Once again, I tell you what the person in this thread is told: strip model and subsurf.  http://blenderartists.org/forum/showthread.php?28485-Spline-modeling-in-Blender-Is-there-such-a-thing


Ignoring UV mapping at any stage is a bad idea because the necessity of a good map affects how you build your mesh and why it is constructed in certain ways (for e.g. where you can best place seams on a garment and whether you should model them in as a visible garment seam).  It’s much better to learn to UV map a simpler model now than try to start with a complex one later.

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Posted: 10 May 2013 11:06 AM   [ Ignore ]   [ # 603 ]
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drcharbonneau - 10 May 2013 06:04 AM

Hi Patience.
Wouldn’t it be more productive, animation wise (which is something both programs encourage one to become involved…), to use the Constructive Solid Geometry approach as rings of B-Splines or NURBS? Perhaps verts at the seams. Wouldn’t that also cut down memory usage?

.... edit ...

Hmmm ... no.

 

 

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Posted: 10 May 2013 11:14 AM   [ Ignore ]   [ # 604 ]
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drcharbonneau - 10 May 2013 06:04 AM

Hi Patience.
Wouldn’t it be more productive, animation wise (which is something both programs encourage one to become involved…), to use the Constructive Solid Geometry approach as rings of B-Splines or NURBS? Perhaps verts at the seams. Wouldn’t that also cut down memory usage?

NURBS have to be meshed before they can be rendered.  The meshes are very often very dense.  I love nurbs, they’re great for solid modelling, but for things like clothing, which is a far more organic surface, you use SubDiv modelling.  The core of the math is the same as NURBs anyway…

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Posted: 10 May 2013 04:39 PM   [ Ignore ]   [ # 605 ]
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I was wondering, because I was messing with Bezier curves as a sweep path around one axis. Say…the waist is a cross-section of one or more curves, then the thoracic and cervical tomes would blend together. Wherever the curves have handles, vertices should show up and edges, at least, in the 3rd axis cords, should too.

As for making a duplicate of the Genesis figure sections, I can see where the convergence of complex spherical vertices, such as nipples, would be creating triangles inside a nice little quad mesh.

Patirnce,

Assuming you could also do this in Hex, that Bezier can be stretched and handled till doomsday, even in the direction vertical to the plane.  One of my first tests for a modeler is whether it will do a helix.

You don’t think it would be faster to build up a mesh as a line in a plane then extruding it in increments around the figure? I’ve been pretty busy lately, so I’m just asking questions. If I get a chance, I’ll try a number of different clothing directions, including the ones you’ve depicted.

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Posted: 10 May 2013 09:02 PM   [ Ignore ]   [ # 606 ]
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drcharbonneau - 10 May 2013 04:39 PM

... edit ...
Patience,

Assuming you could also do this in Hex, that Bezier can be stretched and handled till doomsday, ...

  Nothing can be done in Hexagon ‘til Doomsday lol ...

You don’t think it would be faster to build up a mesh as a line in a plane then extruding it in increments around the figure? I’ve been pretty busy lately, so I’m just asking questions. If I get a chance, I’ll try a number of different clothing directions, including the ones you’ve depicted.

Well, depends what I’m making. There’s no absolute “right way/wrong way” except for software limitations and of course the physical realities of what one is doing.

It depends which edition of Hexagon one is using.
Taking a line and adding thickness for example, may or not also produce ‘magically’ a bunch of unwelded lines.
Extracting lines can cause crash after crash IF any action done previous created one of those unwelded lines.
Tessellation loves creating unwelded lines.
To note, in the older version the above problems were not as common. Of course it has other issues. However rather than harping on what any program can not do, it’s much healthier thinking to figure out “how to” make something work ... and spend time modeling the way one knows it will work. Productivity also includes how much time is spent redoing items because actions led to dead ends.

I hope all have time to read through that “Joan of Arc” tutorial mentioned in one the links SickleYield mentioned. Many of the modeling methods certainly transfer over to other programs and it’s excellent for where it matches up with how to model in Hexagon as well.

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Posted: 11 May 2013 12:29 AM   [ Ignore ]   [ # 607 ]
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Hi…  (coming out of thread lurking mode)  wink

Patience55 - 10 May 2013 09:02 PM

I hope all have time to read through that “Joan of Arc” tutorial mentioned in one the links SickleYield mentioned. Many of the modeling methods certainly transfer over to other programs and it’s excellent for where it matches up with how to model in Hexagon as well.

That tutorial is what lead me to DAZ3D and 3D art…  LOL

Prior to that my whole experience with 3D on computers was only CAD design and computer art was bitmap painting and vector graphics…

I had just watched the Final Fantasy movie and was amazed by the animation and wanted to know how they created they figures, I didn’t have a clue what methods or even software was used for it… I had heard of Poser before, but didn’t know what it did… never heard of DAZ or Blender or Maya or etc…

I thought that the imagery in the movie would go well with one of my short stories and if I could create the images on my computer, that would save me alot of time verses drawing, painting and scanning…

I did a google search, don’t recall the wording I used, but that tutorial came up… I read the whole thing… then looked up the software used, Maya, and then promptly keeled over at the price… grrr

Then I noticed one of the banner ads on the tutorials page, it was for DAZ3D, but what caught my eye was the word FREE…

Click…join…download Studio 3… install… download free content from store… install… become addicted… buy content… install… realised that morning had come…  tongue rolleye

Found Blender later that day… made my first model later that night… spent the next year learning everything I could… reading and watching tutorials, books… found the DAZ forums at the end of that first year… you would think that I would have noticed the forum right off, but I guess I was to busy shopping in the store whenever I came to the site…

Anyways… I have found that these forums have been one of the best places to learn, for me at least, and threads like this, are true treasures…

Thanks Patience for all you contributions and keeping this thread going, I read it daily, even if only late at night before I go to bed… and thanks SickleYield, for your input in this thread and others… I have learned alot from your expertise and insight into modeling and Blender…

Sorry for going a bit off topic here… it’s just that, if it wasn’t for that tutorial, well I wouldn’t be here…

nicci… smile

I still haven’t starting making the images for that story yet… I wonder why?

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Posted: 11 May 2013 01:16 AM   [ Ignore ]   [ # 608 ]
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niccipb - 11 May 2013 12:29 AM

Hi…  (coming out of thread lurking mode)  wink

Patience55 - 10 May 2013 09:02 PM

I hope all have time to read through that “Joan of Arc” tutorial mentioned in one the links SickleYield mentioned. Many of the modeling methods certainly transfer over to other programs and it’s excellent for where it matches up with how to model in Hexagon as well.

That tutorial is what lead me to DAZ3D and 3D art…  LOL

Prior to that my whole experience with 3D on computers was only CAD design and computer art was bitmap painting and vector graphics…

I had just watched the Final Fantasy movie and was amazed by the animation and wanted to know how they created they figures, I didn’t have a clue what methods or even software was used for it… I had heard of Poser before, but didn’t know what it did… never heard of DAZ or Blender or Maya or etc…

I thought that the imagery in the movie would go well with one of my short stories and if I could create the images on my computer, that would save me alot of time verses drawing, painting and scanning…

I did a google search, don’t recall the wording I used, but that tutorial came up… I read the whole thing… then looked up the software used, Maya, and then promptly keeled over at the price… grrr

Then I noticed one of the banner ads on the tutorials page, it was for DAZ3D, but what caught my eye was the word FREE…

Click…join…download Studio 3… install… download free content from store… install… become addicted… buy content… install… realised that morning had come…  tongue rolleye

Found Blender later that day… made my first model later that night… spent the next year learning everything I could… reading and watching tutorials, books… found the DAZ forums at the end of that first year… you would think that I would have noticed the forum right off, but I guess I was to busy shopping in the store whenever I came to the site…

Anyways… I have found that these forums have been one of the best places to learn, for me at least, and threads like this, are true treasures…

Thanks Patience for all you contributions and keeping this thread going, I read it daily, even if only late at night before I go to bed… and thanks SickleYield, for your input in this thread and others… I have learned alot from your expertise and insight into modeling and Blender…

Sorry for going a bit off topic here… it’s just that, if it wasn’t for that tutorial, well I wouldn’t be here…

nicci… smile

I still haven’t starting making the images for that story yet… I wonder why?

You’re welcome ... and feel free to pop in anytime.

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Posted: 11 May 2013 01:49 AM   [ Ignore ]   [ # 609 ]
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Ditto. grin

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Posted: 11 May 2013 10:18 AM   [ Ignore ]   [ # 610 ]
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Question about perhaps a rigging issue that’s popped up, literally.

This wasn’t happening before I had my system reload so not sure what’s changed but this is what’s happening.  The SuperCape is kind of a mess in a few ways so researching how to fix what I can (getting tired of messing with it truth be told but I keep chalking it up to learning experiences).  When I dial one of the morphs I made for it the second I start to pull the dial to the right or left the whole cape “pops” a little bit and when I release the dial it “pops” back to some sort of default position with the morph applied to it.  Don’t think it’s the weight mapping since I removed all that last night as a test and it was still doing it. 

Can anyone shed any light on this for me with what I might try to remedy that?? 

Not at all good at animations but threw this together in XaraX showing what I’m talking about…..

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Posted: 11 May 2013 01:51 PM   [ Ignore ]   [ # 611 ]
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Either it’s the smoothing calculation, or you may need to go to the bone tool and use memorize—memorize figure rigging (it can act like it’s having to “remind” itself that the mesh is rigged).

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Posted: 11 May 2013 03:04 PM   [ Ignore ]   [ # 612 ]
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yea, did the memorize thing and nope, seems it’s yet something else.  Grrrrrrrrrrrrrrrrrr

I’ve also experienced that if I dial the bend all the way up to 180 degrees (which I made it that much because of like a strong wind effect) and then use the side to side or twist dials the cape sort of collapses a bit (not all of it, mostly just the bits nearest to the body) and then puffs back out when I release the cursor from the dial.  So I’m thinking it might just be the weight mapping but just wasn’t doing that before.

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Posted: 11 May 2013 04:34 PM   [ Ignore ]   [ # 613 ]
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Hi…

What you are describing sounds like a viewport display setting… open the Tool Settings pane with the Universal Tool selected and check the “skin binding” setting… if it’s on “Optimized” change it to “Full” and see if the effect is reduced or goes away…

If you have subdivision on the cape, you can also change the setting for SubDivision to “Persistent (on)”

When you did your system “Refresh” you may have lost these settings from your previous install and that is why you’re now seeing this…

Hope this helps…

nicci… smile

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Posted: 11 May 2013 08:19 PM   [ Ignore ]   [ # 614 ]
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What a day.

Okay ... for modeling in Hexagon, one of the problems sometimes with the older version [haven’t discovered yet if the new one does this too], is that it will turn a normal sized file into a HUGE file ... we’re talking hundreds of mb if not more, “for nothing”.
Aside from the fact that such files will freeze/crash programs and even the computer ... nobody needs a prop item that weighs ‘hundreds’ of MBs for nothing.

Sometimes running the prop creation utility script brings down sizes well enough but today the task was too much even for it.
However it helped enough to make a prop that would load and not crash/freeze the program, so I loaded this prop into D/S4.5 [works better on super sized nonsense files than D/S3] and then exported out an .obj file. MUCH MUCH better. Turned one file that was nearly 300 mb into less than 500kb. Turned another file that was nearly 580 mb into one that was less than 10mb.

Now, okay ... one has to then take said .obj files back into Hexagon to polish them off so the rigging will work but still, the final file was MUCH better in size.

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Posted: 11 May 2013 11:05 PM   [ Ignore ]   [ # 615 ]
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niccipb - 11 May 2013 04:34 PM

Hi…

What you are describing sounds like a viewport display setting… open the Tool Settings pane with the Universal Tool selected and check the “skin binding” setting… if it’s on “Optimized” change it to “Full” and see if the effect is reduced or goes away…

If you have subdivision on the cape, you can also change the setting for SubDivision to “Persistent (on)”

When you did your system “Refresh” you may have lost these settings from your previous install and that is why you’re now seeing this…

Hope this helps…

nicci… smile

Holy crap, now I remember.  Richard set me str8 on that a while back come to think of it.  I guess with DAZ Studio being newly installed since my system reload those settings were lost.  I’ll give that a try and see if that fixes it.  I’ll bet it does.  Thanks for the info.  Sometimes I need reminders it seems.  My old brain just amazes me with how much I forget at times! 

raspberry

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