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Posted: 04 October 2012 10:53 AM   [ Ignore ]   [ # 106 ]
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The Boots (WIP)

I’m working on the boot’s first… Not the easiest item to begin with, however I MUST have the boots before I can model the trousers, and I need the trousers made before I can make the Top and loincloth. I need the Top and Loincloth made before I can make the belts and so on.

After some research on Polly modeling and Plane modeling as well as some insight into the process of modeling shoes/boots I decided It was best to start with the soul of the boot and work my way up.

Here is the completed boot soul. I will add that I’m quite pleased with this part of the boot cheese

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Posted: 04 October 2012 12:03 PM   [ Ignore ]   [ # 107 ]
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Made the reinforced toes section of the boot. All made using planes.

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Posted: 04 October 2012 03:15 PM   [ Ignore ]   [ # 108 ]
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looks like a plastic clog so far!
I know you are making a boot but a pair of those cheap as chips clogs would be cool too!

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Posted: 04 October 2012 10:37 PM   [ Ignore ]   [ # 109 ]
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LMAO Yes that be true, they all be bright colours, I seem to remember the very common fluro pink

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Posted: 05 October 2012 04:09 AM   [ Ignore ]   [ # 110 ]
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The reinforced heel section. Again using plane modeling.

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Posted: 05 October 2012 11:00 AM   [ Ignore ]   [ # 111 ]
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Working on the foot area. A long process… Soooo many polys, but will be worth it! raspberry

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Posted: 05 October 2012 11:38 AM   [ Ignore ]   [ # 112 ]
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Its nice to see how you do this.. it really inspires m to push on learning 3ds.

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Posted: 05 October 2012 01:23 PM   [ Ignore ]   [ # 113 ]
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It’s really worth it Ivy! And not just for hobbies, there a wide world out there cheese Since I not able to study it any higher than my current diploma in my area, I’m furthering my understanding with heaps of tutorials and youtube tuts… I’ve learned so much recently!

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Posted: 05 October 2012 02:32 PM   [ Ignore ]   [ # 114 ]
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Spyro - 05 October 2012 01:23 PM

It’s really worth it Ivy! And not just for hobbies, there a wide world out there cheese Since I not able to study it any higher than my current diploma in my area, I’m furthering my understanding with heaps of tutorials and youtube tuts… I’ve learned so much recently!

Interesting to see the progress and how shoes go together.

Just out of interest do you plan to weld the bits together or do they stay separate pieces? If they stay separate are they going to work with smoothing?

Also wanted to mention I really like your renders and what you’re doing with the landscape.

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Posted: 06 October 2012 09:29 PM   [ Ignore ]   [ # 115 ]
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Pendraia - 05 October 2012 02:32 PM
Spyro - 05 October 2012 01:23 PM

It’s really worth it Ivy! And not just for hobbies, there a wide world out there cheese Since I not able to study it any higher than my current diploma in my area, I’m furthering my understanding with heaps of tutorials and youtube tuts… I’ve learned so much recently!

Interesting to see the progress and how shoes go together.

Just out of interest do you plan to weld the bits together or do they stay separate pieces? If they stay separate are they going to work with smoothing?

Also wanted to mention I really like your renders and what you’re doing with the landscape.

Thank you very much Pandraia!

In regards to the boots… The separate parts of the boots I have two possible ways of doing this… Depending on the UVW Mapping.

1. Wield all the pieces together and apply surface smoothing groups (All in 3ds max) This would mean that there will be only one UV map and only one material zone.

2. Don’t wield all the pieces together and all the parts of the boot will have its own individual material zones. This meas in terms of for instance a boot strap could be set to opacity zero and it will look like it has no boot strap. This however does not mean they are separate objects at all. They are still one object. Smoothing again will be using smoothing groups in 3ds max.

I am thinking a mix of the two might be appropriate… I’m thinking I might weld the toe section to the main boot and the heel. The soul will not be wielded and the bootstraps and clips will not be wielded.

 

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Posted: 06 October 2012 10:53 PM   [ Ignore ]   [ # 116 ]
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Just a WIP Update… I actually discovered I made it too wide around the ankle… It’s all quite new to me, so many poly’s to manage. But I’m sure once I get the other side of the boot done I’ll be able to fix it. I just hope this will wield together okay.

I have to say it’s very tempting to use an already made boot and edit its mesh, But that would get me no where, it wouldn’t be mine and I will have learned nothing. So I wont. But I cant deny the temptation.

I’ll be so proud when it finally is exported to Daz! I really cant wait… It’ll be my very first clothing for daz figure WOW

Anyways, here the pic..

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Posted: 06 October 2012 11:24 PM   [ Ignore ]   [ # 117 ]
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Spyro - 06 October 2012 09:29 PM
Pendraia - 05 October 2012 02:32 PM
Spyro - 05 October 2012 01:23 PM

It’s really worth it Ivy! And not just for hobbies, there a wide world out there cheese Since I not able to study it any higher than my current diploma in my area, I’m furthering my understanding with heaps of tutorials and youtube tuts… I’ve learned so much recently!

Interesting to see the progress and how shoes go together.

Just out of interest do you plan to weld the bits together or do they stay separate pieces? If they stay separate are they going to work with smoothing?

Also wanted to mention I really like your renders and what you’re doing with the landscape.

Thank you very much Pandraia!

In regards to the boots… The separate parts of the boots I have two possible ways of doing this… Depending on the UVW Mapping.

1. Wield all the pieces together and apply surface smoothing groups (All in 3ds max) This would mean that there will be only one UV map and only one material zone.

2. Don’t wield all the pieces together and all the parts of the boot will have its own individual material zones. This meas in terms of for instance a boot strap could be set to opacity zero and it will look like it has no boot strap. This however does not mean they are separate objects at all. They are still one object. Smoothing again will be using smoothing groups in 3ds max.

I am thinking a mix of the two might be appropriate… I’m thinking I might weld the toe section to the main boot and the heel. The soul will not be wielded and the bootstraps and clips will not be wielded.

 

Hi Spryo, I don’t use 3dsmax so I was wondering if it isn’t possible to add material zones after welding? I know that with hexagon I can select faces and create new material zones and that it’s possible in programs like uv mapper, uvlayout and probably hexagon also to create separate uv maps if you want for different parts of a model. My concern with items that are non welded is that when I’ve autofit some older non welded items that there tends to be some separation of the bits which is probably why I asked in the first place. Using autofit has made me more away of how smoothing can impact on a model.

A mix of the two would be interesting…I’m still trying to work out what needs to be welded and what doesn’t. That’s why I ask so many questions…; )

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Posted: 06 October 2012 11:59 PM   [ Ignore ]   [ # 118 ]
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Yeah that is a very good point! I didn’t think of that confused This is my first article of clothing for a figure in daz, in the past, Ive only made props and sets, in which requires no auto fit. I actually don’t know how to set separate/multiple material zones on one model, I will have to research that! You would be able to.

And yes certainly UV mapping can be as many areas or parts as you want, 3ds max and Maya are pretty much the gods of 3d software they are extremely advanced! I have a lot of trouble trying finding any ‘non-existent’ features in them, they just have everything ... (if you know what you’re looking for and how to use those features of course.)

Thanks very much for that advise, I would have had a lots of complications down the road without it! Thanks cheese

I will wield everything at completion now.

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Posted: 07 October 2012 12:22 AM   [ Ignore ]   [ # 119 ]
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Spyro - 06 October 2012 11:59 PM

Yeah that is a very good point! I didn’t think of that confused This is my first article of clothing for a figure in daz, in the past, Ive only made props and sets, in which requires no auto fit. I actually don’t know how to set separate/multiple material zones on one model, I will have to research that! You would be able to.

And yes certainly UV mapping can be as many areas or parts as you want, 3ds max and Maya are pretty much the gods of 3d software they are extremely advanced! I have a lot of trouble trying finding any ‘non-existent’ features in them, they just have everything ... (if you know what you’re looking for and how to use those features of course.)

Thanks very much for that advise, I would have had a lots of complications down the road without it! Thanks cheese

I will wield everything at completion now.

Glad if I could help to clarify the process, someone with more experience than me might say differently of course. I’ve only made two or three outfits and these have been dresses, skirts and tops so I don’t have any experience with creating shoes only with autofitting from past generations. I’m not sure how much applies when creating new stuff for Genesis…which is why I asked.

I thought 3DSMax would be able to do it if Hexagon can…: )

I’m starting to think that when creating clothing you need to have a rough plan in mind for how you intend to uv map it and also how you intend to achieve certain of the design features. I was planning on trying to do indentations for princess seams on one of the dresses I created but to do this I would have to have approached the mesh differently. So I decided to try that next time.

I take forever though farting around with stuff…; )

I’ve probably got about 3-4 things that I should really finish and release as freebies but I get distracted playing Hexagon and UVLayout…

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Posted: 07 October 2012 12:42 AM   [ Ignore ]   [ # 120 ]
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UV is soooooooooo time consuming! And yeah, I sidetrack my self with the many other projects I’m simultaneously working on.. Lol it’s very easy to sidetracked and distracted. But it’s good to have a few projects going… That way when your burning yourself out on one, you can have a break from it with another project smile

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