Tutorial: Adding Surfaces and Striped Texture to a T-Shirt

RGcincyRGcincy Posts: 2,274
edited March 2016 in Daz Studio Discussion

This tutorial will show how to add a new surface and then adjust the texture on a t-shirt in Daz Studio. This particular t-shirt comes with only a white texture. If you add a shader to it, you'll find that the pattern on the shoulder does not line up with the torso. For some patterns it won't be much of a concern, but for one with horizontal stripes, it can look off.

This tutorial uses:

This tutorial only discusses changing the tiling within Daz Studio to adjust the shader. It does not cover modifying the UV map. 

 


Step A: Add New Shader to T-Shirt


  1. Change to Surface Selection Tool (from Menu, select Tools then Surface Selection).
  2. Click on Diesel T-shirt to select its surface.
  3. Find Totally Bazaar in Content Library.
  4. Select South American Folder.
  5. Double-click on Vibrant Red Big Stripe icon to apply shader (or use whatever striped shader you have in your library).

The image below shows the t-shirt with the mis-aligned stripes on the right shoulder and sleeve. The left shoulder and sleeve have already been adjusted.

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MapShirt_start.jpg
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Post edited by RGcincy on

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  • RGcincyRGcincy Posts: 2,274
    edited March 2016

    Step B: Create New Surface


    1. Change viewport view to Wired Shaded.

    2. Change to Geometry Editor Tool (from Menu, select Tools then Geometry Editor). The cursor will become a small red circle.

    3. Select Tool Settings Tab (if not present, from Menu select Windows-Panes-Tool Settings).

    4. Adjust Viewport so side of right sleeve is visible. Left-click on one polygon. It will be highlighted in a color.

    5. Hold down Ctrl key and click the + key to expand the selection. 

    6. Keep clicking until the entire sleeve is selected. You've gone too far if you start to see polygons in the torso changing colors (see arrow in image below). If you go too far, hold down Ctrl key and click the - key to shrink the selection.

    7. Rotate the camera and check that all the polygons on the shoulder and sleeve are selected. It's OK that not all the polygons on the trim are selected as we will later be creating a new surface just for the trim.

    8. If you need to add polygons to the selection, hold down the Ctrl key, hold down the left mouse button, and click on or drag the mouse cursor over the desired polygons.

    9. You can remove unwanted polygons from the selection by holding down the Alt key, holding down the left mouse button, and clicking on or dragging the mouse cursor over the unwanted polygons.

    10. Now that you've selected all the polygons on the shoulder and sleeve, go to the Tool Settings tab, right-click on the word Surfaces, and choose Create Surface from Selected...

    11. In the popup window, name the surface (I used "Arm Right") and click Accept. You now have a new surface that is separate from the torso.

    MapShirt_wireshaded.jpg
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    MapShirt_GeometryEditor.jpg
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    MapShirt_LClickOnPolygon.jpg
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    MapShirt_ExpandCtrl+.jpg
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    MapShirt_TooFar.jpg
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    MapShirt_CreateSurface.jpg
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    MapShirt_NameNewSurface.jpg
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    Post edited by RGcincy on
  • RGcincyRGcincy Posts: 2,274
    edited March 2016

    Step C: Add Shader to Shoulder


    1. Change viewport view to Texture Shaded.

    2. Change to the Surface Selection Tool (from Menu, select Tools then Surface Selection).

    3. Open Surfaces Tab  (if not present, from Menu select Windows-Panes-Surfaces (Color)).

    4. To select the new surface, left-click on the new surface name in the Surfaces Tab or left-click on the right shoulder in the viewport.

    5. Find the shader in Smart Content or Content Library and double-click the icon to add the shader.

    6. With the original tiling, the lines on the shoulder do not match the lines on the torso (see arrows in image below). 

    7. As a first step, change the Vertical Offset value to move the blue stripe on the shoulder next to the blue stripe on the torso. To do this, expand the list in the Surfaces Tab, click on the surface name, then click on Tiling. You'll find that the stripes on the shoulder are thicker than the stripes on the torso (see blue stripe in image below). You'll also see the stripes are mis-aligned (see green stripe in image below). 

    8. You need to shrink the stripes to make them smaller. Since the stripes are too big, you need to INCREASE the Vertical Tile value as shown below. Then adjust Vertical Offset so the stripes match up.

    Original Values:                                                                                                New Values:

     

    9. I was unable to get a complete match of the stripes up and down the seam by adjusting tiling (see checkmarks in image below). To do more, you would have to manipulate the UV map. Note the arm trim does not match (see arrow in image below) and needs to be adjusted. 

    MapShirt_OrigTiling.jpg
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    MapShirt_OffsetTiling.jpg
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    MapShirt_OrigTilingValues.jpg
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    MapShirt_ModTilingValues.jpg
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    MapShirt_ModTiling.jpg
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    Post edited by RGcincy on
  • RGcincyRGcincy Posts: 2,274
    edited March 2016

    Step D: Create Trim Surface


    1. Repeat Step B for the Trim.

    2. Use the Geometry Editor tool to select a starting polygon. Then expand by holding down the Ctrl key and click the + key to expand the selection. Keep clicking until the entire trim is selected. You've gone too far if you start to see polygons on the sleeve changing colors (see arrow in image below). If you've gone too far, hold down Ctrl key and click the - key to shrink the selection.

    Too many polygons selected:                                                                             Right Amount:

     

    3. Rotate the camera. When you expanded the selection of the trim by using the Ctrl and the + key, you will begin to select polygons on the sleeve before you select all of the back side of the trim (see arrow in image below pointing to unselected polygons) . 

    4. Add the rest of the trim polygons to the selection by holding down the Ctrl key, holding down the left mouse button, and clicking on or dragging the mouse cursor over polygons on the trim.

    5. If you accidently select polygons on the sleeve (see image above), you can remove them from the selection by holding down the Alt key, holding down the left mouse button, and clicking on or dragging the mouse cursor over the undesired polygons.

    6. After you have all the trim polygons selected, create the new surface by going to the Tool Settings tab, right-click on the word Surfaces, and choose Create Surface from Selected...

    7. You can also create the Trim surface in steps. Select the front trim polygons and create a new surface, in this case "Arm Right Trim". Then rotate the camera and select polygons on the back. After selecting the polygons, add them to the selection by right clicking on the selection then selecting Geometry Assignment-Assign to Surface-Arm Right Trim.

    MapShirt_TrimTooFar.jpg
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    MapShirt_TrimOK.jpg
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    MapShirt_RTrimMissingPolys.jpg
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    MapShirt_AddPolysToTrim.jpg
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    MapShirt_AssignPolys.jpg
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    Post edited by RGcincy on
  • RGcincyRGcincy Posts: 2,274
    edited March 2016

    Step E: Add Shader to Trim


    1. After the trim surface is created, repeat Step C for adding the shader to the trim.

    2. The tiling on the trim is different than the tiling on the shoulders. As we did for the sleeves, adjust Vertical Tiling and Vertical Offset to make the stripes the same width as the sleeve and align the stripes. The image below shows the values I used.

    3. The trim on the two sleeves map differently: the trim on the left sleeve has the shading of the stripes inverted (in image below, the yellow to red stripe on the sleeve becomes a red to yellow stripe on the trim; the green stripe is to the right of the blue stripe on the sleeve, it's to the right on the trim). 

    4. To reverse the direction, make the tiling a negative number which will flip the pattern (see Vertical Tiles value below).

    MapShirt_TrimTilingValues.jpg
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    MapShirt_TrimTiling Reverse.jpg
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    MapShirt_LeftTrimTilingValues.jpg
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    Post edited by RGcincy on
  • RGcincyRGcincy Posts: 2,274
    edited March 2016

    Final 3DL Result


    After adding two new sleeve surfaces, two new trim surfaces, and adjusting the shader tiling on each of these surfaces, here is the final result. The stripes now align across the t-shirt.

    MapSirt_end.jpg
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    Post edited by RGcincy on
  • RGcincyRGcincy Posts: 2,274
    edited March 2016

    Step F: Adjust Shader for Iray


    1. The Totally Bazaar shaders were made for 3DL but can be used in Iray. I added the Iray Uber Base shader to the t-shirt surfaces. 

    2. In the viewport, all appears good with the Iray shader, but when rendered, the stripes on the sleeves and trim are offset from each other (see arrows in image below). All four surfaces require the Vertical Offset to be adjusted. Since the viewport isn't accurate, you have to adjust by trial and error. Hint: use the auxiliary viewport set to render in Iray to see changes in real time.

    3. Here are the values I used to align the stripes on the sleeves:

       Arm Right   Arm Left 
    Vertical Tiles  13.19  11.86
    Vertical Offset   0.20  -2.12

     

    4. The image below (see arrows) shows that the trim is still not aligned.

    Here are the values I used to align the stripes on the trim:

       Arm Right Trim   Arm Left Trim 
    Vertical Tiles  14.56  -13.23
    Vertical Offset   0.36  -0.32

     

    The final result in Iray:

    MapShirt_IrayOrig.jpg
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    MapShirt_PartAdjusted_Iray.jpg
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    MapShirt_end_Iray.jpg
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    Post edited by RGcincy on
  • IceDragonArtIceDragonArt Posts: 12,415

    Rich this is fantastic thank you so much for posting this!

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