Let’s Make Clothing! Tutorial thread. Shoes too!

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Comments

  • patience55patience55 Posts: 7,006
    edited December 1969

    Here are a few more.

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  • patience55patience55 Posts: 7,006
    edited December 1969

    These follow then ...

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  • patience55patience55 Posts: 7,006
    edited December 1969

    A time consuming task.

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  • patience55patience55 Posts: 7,006
    edited December 1969

    Almost there!

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  • patience55patience55 Posts: 7,006
    edited December 1969

    And the last one for this set.

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  • davidedwards.medavidedwards.me Posts: 56
    edited December 1969

    When you build clothes for a character that hold a tight fit, ie; a corset that pushes up the breasts; would you export the template character with this morphed dialled in, or export the zero'd character without any morphs and model the garment to that?

    I'm attempting to model an outfit that is fairly tight, and just realised that the exported model would be shaped differently if they were actually wearing this outfit; ie the breasts would be pushed up and in etc

    Advice welcome! :)
    Dave

  • patience55patience55 Posts: 7,006
    edited January 2013

    When you build clothes for a character that hold a tight fit, ie; a corset that pushes up the breasts; would you export the template character with this morphed dialled in, or export the zero'd character without any morphs and model the garment to that?

    I'm attempting to model an outfit that is fairly tight, and just realised that the exported model would be shaped differently if they were actually wearing this outfit; ie the breasts would be pushed up and in etc

    Advice welcome! :)
    Dave

    Must model to the "basic as it loads unigender Genesis "0" resolution". Back in D/S4.x when Genesis is morphed to any other figure, the clothing should follow. If one models the clothing "for" a different figure, one will have the double morphing happening.

    Knowing the look you might be wanting, might have to make a special morph for Genesis. I'm not the specialist for complicated ones ... one cannot redistribute other people's morphs [speaking generally]. There is a way to make a morph and zero out all others so only one's own morph is saved [and can be redistributed]. If said figure mesh is 100% for yourself, you can dial up the figure in D/S4.x and then send that over the bridge to Hexagon. Finish the morphing, send it back to D/S4.x via the bridge, test the morph [don't worry too much about what Genesis looks like]; "save the morph" ... then I use the close/re-open D/S4.x method and recheck the morph*. Load the new clothing item; hopefully it looks correct.

    * Some just load a new scene. As Smart Content usually has trouble finding "Genesis" I find it faster just to load D/S4.x again.

    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited January 2013

    Little side trip here.

    Basic 'cable', hose, tube ... an amazing number of clothing items now have 'em.

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    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited January 2013

    Have fun.

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    Post edited by patience55 on
  • davidedwards.medavidedwards.me Posts: 56
    edited December 1969

    Thanks for the feedback :)

    So opening DS and the genesis Victoria figure, then without touching any dials or morphs, just export the figure as an OBJ, and we should be good to go?

    Another question if I may;

    I'm curious about the back side of the garment mesh or specifically how the thickness works with DS. By that I don't mean the rear of the person :) i mean the inside of the garment; what we don't see.

    If i was adding clothes to a character in 3ds Max; i would create the mesh, animate as desired with dynamics etc; then apply a shell to the mesh; the shell is a tool in max that gives the mesh depth or thickness.

    So in the DS library of clothes, I notice a lot of clothes have apparent thickness at the openings. is this just modelled around the opening itself to give this appearance, or is it good practice to model the whole inside of the clothes too?

    Thanks
    Dave

  • patience55patience55 Posts: 7,006
    edited December 1969

    Thanks for the feedback :)

    So opening DS and the genesis Victoria figure, then without touching any dials or morphs, just export the figure as an OBJ, and we should be good to go?

    Another question if I may;

    I'm curious about the back side of the garment mesh or specifically how the thickness works with DS. By that I don't mean the rear of the person :) i mean the inside of the garment; what we don't see.

    If i was adding clothes to a character in 3ds Max; i would create the mesh, animate as desired with dynamics etc; then apply a shell to the mesh; the shell is a tool in max that gives the mesh depth or thickness.

    So in the DS library of clothes, I notice a lot of clothes have apparent thickness at the openings. is this just modelled around the opening itself to give this appearance, or is it good practice to model the whole inside of the clothes too?

    Thanks
    Dave

    Not quite. Open D/S and the basic Genesis - no morphs of any kind ... that's what we model to.

    [might want to do as you said to have an idea 'which face normals' to remove or add to but the real clothing work is on the mesh covering the basic Genesis "0" mesh resolution, K.]

    If you load Genesis, the V4 Genesis, and put some Genesis clothing on it, the clothing fits. [I'm assuming 'cause I didn't buy Genesis V4 but have bought some other Genesis characters] One can load the basic Genesis and any one from most of the Genesis clothing items, then on the Shape Tab; dial up a variety of shapes. The clothing should fit. These were all initially modeled to the basic Genesis "0" mesh resolution.

    And have noticed that there are several new morphing packages available for morphing breasts so those might be some great time savers for anybody interested.

    For clothing, thickness is an illusion. One can add a few extra tessellation lines near the "hem" and very gently curl the end "just a bit".

    Now we get into some problems as rigging for Legacy and rigging for the Genesis figure types work differently.
    Some of the 3d modeling one can do for Legacy, like 3d piping; looks disastrous when smoothed on extreme morphs of Genesis [like the troll].

    While I've seen some clothing tuts giving wonderful instructions for 3d modeling of clothing bits and pieces; have yet to see anybody rig those.

    ....


    Something cute I've discovered though is that the smoothing procedure for getting a tighter fit about half way through the making of the suit; isn't of course "perfect". It's not going to replace doing the work to make it rather tight fitting in the first place. But this is also good news. Because we can make some clothing items, like sashes [long story], to fit Genesis 'away from the body' enough to allow for clothing items underneath! Yes. So with lemons, make lemonade, add lots of sugar, and enjoy modeling doing what we can with what we've got.

  • KatteyKattey Posts: 2,899
    edited December 1969

    Thanks for the tutorials, Patience!

  • patience55patience55 Posts: 7,006
    edited December 1969

    You're most welcome. Glad these are helping people.

    ....................

    I have noticed in some information for modeling for 3d printing. So just a reminder to those who are aiming for that goal, check those requirements first as all what is covered in this thread will not apply. Items need to be 'closed' for eg.

    ..........................
    WIP ... part one for the uniform tutorial.
    WIP ... a little tutorial for Legacy type rigging.

    I "might" put together a little tutorial for something to do with metadata in 4.0. At least I've got 2 working now :-)

    Eventually, maybe next week, I'll see about efforts to do a basic rigging for the uniform for Genesis.
    Then the tutorial release for that.

    Now if one has D/S4.5 and 4.0 on another computer ... and one has purchased the Horse2 for 4.5 ... one can have lots of fun learning how to rig a 4-legged critter over in 4.0. Basic concept is one can see how the legs are supposed to go, in 4.5 ... skip over to 4.0 and make it so.
    Long term goal .... BULLDOGS ... lots of 'em ... that is if everybody makes one :-)
    And Bulldogs have these costume shows 'n parades. More clothing!
    And who knows, we might even figure out how to dress that fella with 4 arms.

    For those new here ... Daz3d always has sales happening. Some much bigger than others. Next huge one might be in March, called March Madness. So if you don't have them yet, might want to keep an eye on these for future purchases. The puppet one, is just that. A starter for a figure of sorts. The bonus is it's "merchant resource" which means this one you can edit and make your own figure with to share be it for free or sale.

    http://www.daz3d.com/genesis-basic-clothing-rig-kit 30% off today

    http://www.daz3d.com/rigging-original-figures-in-ds4-pro

    http://www.daz3d.com/puppet-merchant-resource-base-mesh

  • patience55patience55 Posts: 7,006
    edited February 2013

    Here's my brave attempt at "Creating Metadata" using D/S4.0 [similar if not the same as for in D/S4.5]. It is not covering a full product, just one freeware item I found somewhere.

    http://www.sharecg.com/v/67288/view/3/PDF-Tutorial/Creating_Metadata

    And here's a little one on legacy rigging of a non-clothing item in D/S4.x

    http://www.sharecg.com/v/67277/gallery/3/PDF-Tutorial/Rigging_Ropes

    Next ... yes, I will get back to that uniform ;-)

    Post edited by patience55 on
  • patience55patience55 Posts: 7,006
    edited February 2013

    As promised, here is the tutorial for the Making Uniforms, Part One.
    n.b. it is a large .pdf file ... basically it's just the collection of the images published thus far in this thread for the Making Uniforms.

    http://www.sharecg.com/v/67311/view/3/PDF-Tutorial/Making_Uniforms_Part_One


    .......................


    I've put 2 tutorials up at Mediafire. Stuff there seems to work for a few weeks then something goes wonky. So consider these temporary uploads.


    http://www.mediafire.com/view/?hawub7ocdmo9q92 Making Uniforms

    http://www.mediafire.com/view/?13a9gvdpa2315wx Creating Metadata

    ..........................................


    Another posted tutorial in the forums: Changing/creating new bones for Transfer Utility auto-generated long skirt.: http://www.daz3d.com/forums/discussion/12921/P75/#240151 by DaremoK3

    Post edited by patience55 on
  • edited December 1969

    I have a problem with a skirt/outfit item that I am making for Genesis. When I pose it with any female figure where the legs bend, the back of the skirt creases like in the picture below. How can I fix that? I've also included a zero pose pic.

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  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited December 1969

    You need to adjust thw eight maps - at the very least, soften the transition between right and left thigh maps by selecting polygons and using the Soften command.

  • edited December 1969

    Thank you for your reply. I will try that. I've never done anything with the weight maps. Is there a good tut around on how to use the weight map tool?

  • patience55patience55 Posts: 7,006
    edited December 1969

    Thank you for your reply. I will try that. I've never done anything with the weight maps. Is there a good tut around on how to use the weight map tool?

    Don't have the links handy but probably over on Youtube.com. Daz3d has quite a few videos there.

    For sale there is very good information to be found in these tutorials:


    http://www.daz3d.com/rigging-original-figures-in-ds4-pro
    Covers a lot of beginner ground including the use of weight maps.

    http://www.daz3d.com/forums/discussion/16606/
    http://www.daz3d.com/new-releases/advanced-rigging-in-daz-studio-4-pro

    HU if people haven't bought the 1st one; if both items are in the shopping cart it will go to half off :-)
    Info on the Advanced Rigging product page.

    ......................................

    And for the couple of hopeful wishful thinkers ... you know who you are ... no I'm not buying these to tell you what's in them for free.
    The information I share I have either discovered myself or from the documentation pages or from publicly available sources. The tutorials in the store are by professionals.

  • edited December 1969

    Thank you for the links! I will try YouTube first.

  • JoeQuickJoeQuick Posts: 1,704
    edited December 1969

    wilmap said:
    Nice tutorial.

    In post#121 you import the starter suit. Where do you get this from please?:-)

    I bought it from Joequick's store at Renderosity. From another thread in Daz forums, Joequick has closed his store so sadly this item is no longer available.

    http://www.renderosity.com/mod/bcs/index.php?ViewProduct=87228

    Heh, I just came across this thread.

    For anyone who wants to follow along with Patience55's tuts, I've zipped up all of my various resource meshes and made them available here: http://www.sharecg.com/v/67360/view/5/3D-Model/Quicks-Quick-Resource-Meshes

    There are some new remeshed versions of some of the older suits in there as well that have a more evenly distributed topology than the original versions. We're all always learning new things.

  • patience55patience55 Posts: 7,006
    edited February 2013

    Joequick said:
    wilmap said:
    Nice tutorial.

    In post#121 you import the starter suit. Where do you get this from please?:-)

    I bought it from Joequick's store at Renderosity. From another thread in Daz forums, Joequick has closed his store so sadly this item is no longer available.

    http://www.renderosity.com/mod/bcs/index.php?ViewProduct=87228

    Heh, I just came across this thread.

    for anyone who wants to follow along with Patience55's tuts, I've zipped up all of my various resource meshes and made them available here: http://www.sharecg.com/v/67360/view/5/3D-Model/Quicks-Quick-Resource-Meshes

    There are some new remeshed versions of some of the older suits in there as well that have a more evenly distributed topology than the original versions. We're all always learning new things.

    Wow! Thank you so much. That's very kind of you.

    Post edited by Chohole on
  • patience55patience55 Posts: 7,006
    edited February 2013

    WIP update ... "we're aaaalllmooost there!" just a little more proof reading and hopefully tomorrow Part Two will be posted which will cover making the final figure file with metadata! [for the brave lol ...]

    Post edited by patience55 on
  • SertorialSertorial Posts: 962
    edited December 1969

    Sorry, I am new here. But you did say to ask...

    When you say "let's make clothing.." are you meaning let's actually create content? (because, AFAIK clothing is a prop you purchase from the DAZ store and then stick on your figures, right?). So why would you make it? Presumably because it's cheaper?

  • MBuschMBusch Posts: 547
    edited December 1969

    Joequick said:
    wilmap said:
    Nice tutorial.

    In post#121 you import the starter suit. Where do you get this from please?:-)

    I bought it from Joequick's store at Renderosity. From another thread in Daz forums, Joequick has closed his store so sadly this item is no longer available.

    http://www.renderosity.com/mod/bcs/index.php?ViewProduct=87228

    Heh, I just came across this thread.

    For anyone who wants to follow along with Patience55's tuts, I've zipped up all of my various resource meshes and made them available here: http://www.sharecg.com/v/67360/view/5/3D-Model/Quicks-Quick-Resource-Meshes

    There are some new remeshed versions of some of the older suits in there as well that have a more evenly distributed topology than the original versions. We're all always learning new things.

    Thanks for your generosity Joe! Very appreciate.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Sertorial said:
    Sorry, I am new here. But you did say to ask...

    When you say "let's make clothing.." are you meaning let's actually create content? (because, AFAIK clothing is a prop you purchase from the DAZ store and then stick on your figures, right?). So why would you make it? Presumably because it's cheaper?

    No, not because of price. If you've joined the PC club, you cannot get a better deal for clothing that the $1.99 selections!

    Yes we are actually creating "content". Somebody made the clothing items people buy in the store ;-)

    Not everything can be made to be sold, either because of close copyright issues or because there isn't enough demand and those selling are doing so to either make a living or augment their income ... so some of us with time on our hands make stuff filling in the gaps.
    Some people like designing clothing and seeing their ideas come to life on a model.

  • patience55patience55 Posts: 7,006
    edited December 1969

    It's posted. Part Two. Missed a couple typos but nothing serious.

    http://www.sharecg.com/v/67372/view/3/PDF-Tutorial/Making_Uniforms_Part_Two

    ..................................................

    These are temporary links which hopefully work.
    Check the .pdf downloaded from here though, ? mangled the first test download.

    http://www.mediafire.com/view/?hawub7ocdmo9q92 Making Uniforms Part One

    http://www.mediafire.com/view/?knjnc4lfjkc16zu Making Uniform Part Two

    http://www.mediafire.com/view/?13a9gvdpa2315wx Creating Metadata

  • patience55patience55 Posts: 7,006
    edited December 1969

    HU for those that are wanting http://www.daz3d.com/genesis-basic-clothing-rig-kit
    atm on sale for $16.78 which is a savings of 58%

  • SertorialSertorial Posts: 962
    edited December 1969

    Sertorial said:
    Sorry, I am new here. But you did say to ask...

    When you say "let's make clothing.." are you meaning let's actually create content? (because, AFAIK clothing is a prop you purchase from the DAZ store and then stick on your figures, right?). So why would you make it? Presumably because it's cheaper?

    No, not because of price. If you've joined the PC club, you cannot get a better deal for clothing that the $1.99 selections!

    Yes we are actually creating "content". Somebody made the clothing items people buy in the store ;-)

    Not everything can be made to be sold, either because of close copyright issues or because there isn't enough demand and those selling are doing so to either make a living or augment their income ... so some of us with time on our hands make stuff filling in the gaps.
    Some people like designing clothing and seeing their ideas come to life on a model.

    OIC!

    What is the PC Club? How can I join it?

This discussion has been closed.