Lol - Thanks very much guys, this is what keeps me going!
I’ve added the fixes (listed in my previous post), and am weight mapping the next version. Though I’m finding it somewhat more difficult to do, since the added seem that connects the back to the bottom of the fly tends to want to stretch. My attempts to fix that distortion in weight map are not going so well :( - But at least I can fix the crotch distortion when the legs are raised. (Many commercial pants don’t do this well at all) I shall keep playing
Lol - Thanks very much guys, this is what keeps me going!
I’ve added the fixes (listed in my previous post), and am weight mapping the next version. Though I’m finding it somewhat more difficult to do, since the added seem that connects the back to the bottom of the fly tends to want to stretch. My attempts to fix that distortion in weight map are not going so well :( - But at least I can fix the crotch distortion when the legs are raised. (Many commercial pants don’t do this well at all) I shall keep playing
So, I was playing with textures, and looking at how other products use textures and so on… I found displacements were common and I started to paint one up… Then it got me thinking… “The mesh is sub divided, its also high resolution… Why worry about displacement painting to get the extra ripples in the pants when I could use all the verts I got in paint deformation, and paint directly into the geometry.” SO… I DID
I gotta say, pant deformation really brought it to life. Heres a quick render.
Now I will worry about texturing itty gritties and use displacement to bring the stitching and detail of the fabric to it’s fullest.
———————
On another note… Soooo not looking forward to doing FBM’s. It certainly needs them. Spyro’s figure not so much (Who has been the model for all this) M5, M4, V5, V4, S5 need it badly. H5? My god, that’s a whole different story, if any figure could destroy my model, it’s Hiro. And I wont even go there with F4.
So, I was playing with textures, and looking at how other products use textures and so on… I found displacements were common and I started to paint one up… Then it got me thinking… “The mesh is sub divided, its also high resolution… Why worry about displacement painting to get the extra ripples in the pants when I could use all the verts I got in paint deformation, and paint directly into the geometry.” SO… I DID
I gotta say, pant deformation really brought it to life. Heres a quick render.
Now I will worry about texturing itty gritties and use displacement to bring the stitching and detail of the fabric to it’s fullest.
———————
On another note… Soooo not looking forward to doing FBM’s. It certainly needs them. Spyro’s figure not so much (Who has been the model for all this) M5, M4, V5, V4, S5 need it badly. H5? My god, that’s a whole different story, if any figure could destroy my model, it’s Hiro. And I wont even go there with F4.
Just thought I’d post what I’ve done of the outfits top. I started modeling it yesterday, and decided to post my progress. I’m rather happy with how the mesh has came together. It flows in the same directions as I intend to have the ripples, seams and creases. Took a while to nut out the mesh for the under tunic as it’s an “open design” not closed like the upper tunic.
Before divideing the mesh to double the resolution, I’m trying to work out how to go about the sleeves as I intend to have it worn/torn like in the concept design. I dont like the idea of trans maps for such a large area on the model, So I’m doing some research to see how torn fabric is made in the geometry and to see if it’s worth modeling in.
I’ll be wielding on the tunics loin cloth area later on, which will be made with a back face (Where the tunic isn’t) so that when posed, you wont have a paper thin loincloth.
That looks great. I think to get that tattered and torn look you are looking for you will have to subdivide the lower sections that you wish to add the details to. That should work without running up your mesh count for the entire item. I hope that might help you some.
Yeah it’s intended to be subD… Considering Sub Division works with curves and the model must remain in a grid like fashion , I wasn’t sure how well it would go with tattered style geometry. The pants are sub D and when I re-do the boots they will be the same.
Yeah it’s intended to be subD… Considering Sub Division works with curves and the model must remain in a grid like fashion , I wasn’t sure how well it would go with tattered style geometry. The pants are sub D and when I re-do the boots they will be the same.
I think you misunderstand me. If you need to add more geometry to just one area of your mesh you can do that. Then for that one area you have more polys to play with. Nobody ever said everything has to be the same from top to bottom.
You could try displacement maps for the holes/tears etc… Something I planed on trying in DS but haven’t yet, so not sure how well it works.
If you try it, here’s something to keep in mind “Sharp lines in disp maps, can cause normal problems, since a renderface can be requested to move only one of it’s verts a great distance relative to the other 2-3. You tend to get better results if a small gaussian blur is run on the image first.” from: Blender.org
@Jader - That’s true I just know that I could make the boots better with new techniques I’ve learned. I like SubD as it really boosts the organic feel to the items. SubD in all my test exports to Daz seems to flow a lot better with the weight mapping and poses than non-sub divided meshes. Even the crisp details on the surface turn out much crisper with it
@Gedd - I’m just concerned that Displacements wont achieve the holes in the fabric, just create indents and extrusions. Good for creases and what not in the fabric on lower poly models… great for stitching! and worn out area’s of the fabric that isn’t torn revealing a hole.
I think the testing phase will really tell if I’ve gone too high poly… But I’m aiming for clothing that actually looks good in close ups. Most clothing degrades the render if you get too close… That’s also a common issue with shorter trans mapped hair.
I still have much to learn, this is all experience for me… Long have I dreamed of creating characters in 3d from my art to ‘Video game promotional’ standards, now It may at last be coming true for me
I’m going to tackle modeling in prominent torn edges an holes in the fabric… But will make lots of use with dismemberment textures to give it extra tattered effects. I researched game models that used torn and tattered outfits. Sleeves in particular have modeled it into the geometry, any loose flowing areas, such as dynamic hanging fabric used Opacity maps (Which I intend to avoid as it makes the model look paper thin in mid to close ups) I also note the use of displaced geometry (But that is likely of more use for character models that is ONE model with clothing built into that same model, Daz don’t work that way, the figure is always separate from the clothing) And people like to mix and match clothing, so it would be ideal, that I create these items separately as best I can.
Anyway… Just checking Sub Division on the model, I wanted to make sure the collar was looking good, and that the under tunic was smoothing good. I’m happy with it I also started work on the arm bands, I’ll be applying Paint Deformation to it later down the track. Not sure If I’m going to wield the arm bands to the tunic… due to its proximity to the elbow joint, I’m seriously considering it, but If I do, I’ll do it late into the tunics modeling.