Diomede's Notepad, Sketchpad, and Chilling Pad

12345679»

Comments

  • DiomedeDiomede Posts: 10,363
    edited December 2019

    - Use the polygon tool (glows yellow when selected - see top menus) and left click in the right side box to draw points outlining a flat pattern around figure's hips and legs.

    - Use the editor tool (glows a little) and right click on the center line.  Choose symmetrical or symmetrical with sewing depending on what doing.  I chose symmetical with sewing.  Mirror appears.

    - Use the segment sewing tool (2nd little sewing machine icon glows a little) and left click an edge and a matching edge that should be sewn together. 

    - Caution - When you select an edge there is an upper half and a lower half denoted by a perpendicular icon when you hover your cursor over the edge.  When clicking matching edges, make sure you click matching upper and upper - or lower and lower - on your chosen segments. 

    - If you forget, and the sewing is crossed and screwy, don't panic.  Go to the editor icon, right click on the segment, and reverse the sewing.

    aa05 use polygon tool to make right side of pants.jpg
    1550 x 958 - 132K
    aa06 sewing editor right click symmetrical with sewing.jpg
    1218 x 934 - 107K
    aa07 sewing second icon click lines match upper and upper or lower and lower.jpg
    1344 x 937 - 112K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 10,363
    edited December 2019

    - To get back panels, use the editor icon again, select both front panels, copy and paste (control C and Control V, or use the top menu for copy and paste).

    - The new panels will be on top of the old.  Hold the shift key and translate them to the right or left of the panels box (right side), just so can see them.  Doesn't affect the left side.  Can slide matching panel to other side if desired (back right with front right and back left with front left).

    - In the avatar box (left) right click in the empty area and choose a directional camera (right or left).  Still using the editor tool, select the back panels and the manipulation tools will appear (translate/rotate).  Pull the back panels behind the avatar.

    - Problem - the back panels are inside out (normals face the wrong way).  Solution - right click on each back panel and reverse (flip) the normals.

    - Use sewing tools to select matching front and back segments and sew them together.  Remember how to match, and how to correct.  Don't close off the holes for the torso or legs.

    aa08 select all copy and paste.jpg
    1432 x 932 - 137K
    aa09 select tool select copies directional camera translate to back.jpg
    1360 x 789 - 98K
    aa10 select back panels right click menu flip normals each side.jpg
    1381 x 922 - 148K
    aa11 second sewing icon select matching sewed edges.jpg
    1479 x 872 - 141K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 10,363
    edited December 2019

    Drape!

    - The downward arrow in the upper left of the interface is the simulation button.  Click it, or use the space bar, to start the simulation.

    - MD does its magic, sewing the pattern together around the avatar, shrink wrapping, and draping.

    - I've made these pants very tight, and the crotch droops too much.  Not going to worry about it right now.  These screenshots are just demonstrating the workflow.

    - Leon has some simple pants.

    aa12 simulate button.jpg
    1491 x 889 - 139K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 10,363
    edited December 2019

    Retopology

    MD uses a triangled mesh by default.  The current version (I am using version 9) has some basic retopology tools.

    - use the retopology tools (looks like a square grid) to left click and place points on the flat patterns on the right side.

    - to connect points, click each in turn.  

    - it turns blue when you cover an area with four connected points.

    - after you have covered everything with quads, right click on the pants in the avatar room to bring up the menu.

    - I chose quadrangle.  

    - Use the tab for mesh display (display tools running down left side of interface) to see the wirframe view.

    - The pants now have quads instead of triangles.

    - In the properties tray (right side lower menu), can adjust the mesh density by changing particle distance.  I lowered from 20 to 10.

     

    aa13 retopology grid click to place vertexes click vertex and next to create lines.jpg
    1667 x 843 - 171K
    aa14 quadrangulate.jpg
    1800 x 983 - 240K
    aa15 now mesh is quads.jpg
    1896 x 878 - 192K
    aa16 particle distance from 20 to 10.jpg
    1893 x 975 - 245K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 10,363
    edited December 2019

    Exporting and UVMapping

    - Use file export.  There is a Daz Studio preset.  I also chose weld and thin.  I only exported the pants, not the avatar.  There is an option to export both the avatar and the cloth.

    - If desired, can load the model in another program for uvmapping.  The panel edges are preserved in the retopology process, making it easy to find useful seams, if desired.

     

    aa17 export make sure weld thin daz.jpg
    1888 x 997 - 274K
    aa18 uvmap.jpg
    612 x 482 - 83K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 10,363
    edited December 2019

    Importing to Daz Studio

    - if you have used the Daz Studio obj presets all along, you should be able to import the pants easily using the same preset.

    - The simple pants fit Leon in Daz Studio.

    - The pants are ready for all your transfer utility / weightmapping / JCM joys.

    aa19 import dialogue for daz studio have daz file selected.jpg
    1875 x 967 - 223K
    aa20 pants appear in Daz Studio.jpg
    1869 x 927 - 195K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 10,363
    edited January 15

    Ghostlights for Indoor Scene Tests

    Posting some very crude proof of concept tests.  Modeled a lamp.  Made a companion mesh for the lampshade.  Test is related to using the second shade mesh as a ghostlight.

    Lamp and Shade OBJs attached in a zip file.  Lamp and shades are untextured.  

    Lamp model

    Mesh for ghostlight shade 1

    Mesh for ghostlight shade 2

    ...

    ...

    Test 1 - Simple enclosed scene.  No ghostlight.  Single point light placed inside lamp model inside shade.

    ...

    ...

    Test 2 - Same scene.  Mesh lampshade ghostlight placed outside lamp model around shade.  No single point light for bulb inside.

    ...

    ...

    Test 3 - Same scene.  Mesh lampshade with both a single point light inside shade and a mesh lampshade ghostlight outside shade.

    zip
    zip
    Lamp Test Diomede OBJs.zip
    272K
    lamp model.jpg
    732 x 786 - 72K
    ghostlight model 1.jpg
    912 x 815 - 68K
    ghostlight model 2.jpg
    748 x 706 - 55K
    test bulb light.png
    800 x 1000 - 1M
    test lampshade ghostlight and bulb.png
    800 x 1000 - 1M
    test lampshade ghostlight.png
    800 x 1000 - 1M
    Post edited by Diomede on
  • DiomedeDiomede Posts: 10,363
    edited January 15

    I am attaching a version of the test scene.  See zip.  I deleted any object with shaders and replaced with an object with a base shader.  The lamp and ghost lampshade are simple obj imports.  Free for any use but don't redistribute the mesh.

    I would be grateful for any feedback and help on emissive settings and other parameters.

    zip
    zip
    lampshade and primitives test scene replace objects with base shaders.zip
    298K
    test lampshade ghostlight and bulb replace shaders.png
    800 x 1000 - 1M
    Post edited by Diomede on
  • DiomedeDiomede Posts: 10,363
    edited January 15

    Here I've changed the color of the lamp shade (not the of the ghostlight mesh that surrounds the lampshade).  Also point light inside shade. 

    test lampshade ghostlight and point light change lampshade color.png
    800 x 1000 - 1M
    Post edited by Diomede on
  • DartanbeckDartanbeck Posts: 15,387

    Very cool stuff Diomede!!! 

Sign In or Register to comment.