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Ooops, somehow I posted twice. Sheesh!
Congrats Richard!! This looks great. Wish I had the nerve to try modelling clothing. My hat's off to you sir . . . you stuck with it, and you've got something to be proud of.
Thanks so much Miss B! :-)
It sucks, unfortunately. I mean yes, it does shrink the mesh to what's underneath it, but it will bork every single vertex and you won't have a single neat poly afterward. Try it with shrinking a sphere to another sphere and you'll see what I mean. I've used it on very low-poly initial meshes that I knew I was going to smooth quite a lot anyway.
It will correct sunken areas, also.
And thanks, Jabba. I haven't had 100% great results on those forums either. ;)
I guess I'll hold off until they improve that tool then. I don't want a mess on my hands. Thanks for the info SY! :-)
I've used the shrink-wrap modifier at times, but always had to spend nearly as long cleaning up the topology again (Crouch's "loop tools" are a life-saver here - Relax and Space are your friends ^_^). I'm not quite sure in what situation the shrinkwrap would excel - especially given the fanciness you can do with the grease pencil (to draw your lines for retopologising). v(^_^)v.
Congrats on the suit progress (^_^)d.
I'm wondering if it gets used more by people creating large Blender scenes with a lot of very simple background characters wearing very simple outfits. You could shrinkwrap lo-poly clothes with it if you didn't care what they look like up close, so it could be a time-saver there. Crowds in bleachers and so on.
Hi...
I don't really use the Shrink-Wrap modifier all that much anymore, mainly because I don't need to... but it is very hit or miss on the results...
I find it works better on a low-poly starter mesh to give a rough shape quickly, but requires fiddling with the settings to get a decent result... then fixing any topology mess is not a time consuming... after that, I apply it and then move on to sub-d modeling and finish off with detail modelling...
But like I said first off, I don't use it much anymore, (actually haven't used it in over a year) because I am much better now at box and strip modelling around the base figure...
Anyway, that's my 2 cents on that... :P
nicci... ;)
Thanks for the feedback on that. I set up my scene with that tool added but never hit any of the 3 production buttons to see what would happen. Sounds like something that needs further development to me. I mostly got the suit right up to the skin but a few areas are not but it's hard to see where it needs some pushing and pulling. Is there, by any chance, a way to turn down the opacity on the suit so I can work on getting those areas more perfected?? I also need a soft select to really get that done correctly. Is there a soft select?
Gracias! :P
On Blendtuts, there's a video on BSurfaces where he uses the shrinkwrap modifier for re-topology.
http://www.blendtuts.com/bsurfaces_review
If by "soft select" you're referring to a means to "partially select" verts for movement, so that they move to a lesser extent to those that are fully selected... the blender equivalent is the "Proportional Editing" toggle at the bottom of the 3D view, to the left of the "Snap during transform" magnet. When you're in Edit Mode, try the ALT-o hotkey ("O" not zero) to see which icon changes - then try selecting a vert (or verts) and start transforming them (move, rotate, scale etc). You'll see a largeish circle drawn showing the falloff area - that circle can be enlarged/shrunk using the mousewheel, in order to affect more or less verts around your selection. You'll also see a new button appear beside the Proportional Edit button which allows you to control the type of falloff (linear, smooth, etc etc). You might want to play with these controls a little to get the idea of how they work, before doing Real Stuff.
(btw there is no concept of 'partial selection' in Blender - a vertex / edge / face is either selected or it is not... but the "proportional editing" mode allows you to affect the movement of verts around your selection in a partial manner).
There are also the (modifying) sculpt tools, which would allow you to 'sculpt' changes on your mesh, smoothing out sections, pushing the mesh into the shape of wrinkles, creases, etc.
Regarding opacity - you can set individual objects to be shown in wireframe (on the "Object" properties pane in the Properties window, the one with the little yellow cube, scroll down to the "Display" section and change Type: to "Wire" - can change it back after you're done)... you can hide objects altogether if you don't need to see them (Object mode, H with the object selected)... whilst in Edit mode you can use H to hide selections of verts... as well as the "Limit Selection to Visible" (looks like a double square, to the left of the Proportional Editing indicator)... there isn't really a way to set faces to be partly-transparent (afaik), without doing material tricks...
Hmmm. thanks for the link Eximorph but the main site for the shrinkwrap plugin is no longer in service. So wondering where I might find the full version of this plugin now?
Erm... shrinkwrap (or at least the one I was referring to) is a modifier, present in the base Blender application... ?
(with your shrinkable object selected, go to the Modifiers property page (the little spanner), Add Modifier, under the Deform section is "Shrinkwrap" ... you can then set the target object to shrink to, an optional vertex group in the source object to move (otherwise it will move all verts to the nearest points on the target), and various other parameters)
Hi...
Bsurfaces is built into Blender now, no separate plug-in needed... You can find it in the Tools panel on the left of the screen...
nicci... ;)
Someone posted this over at BlenderArtist forums: http://web.archive.org/web/20121226102330/http://www.bsurfaces.info/
This is an up to date link I found on Vimeo: https://vimeo.com/user572057
Shrinkwrap tutorial: https://vimeo.com/28392975
Just moved the suit to it's own layer. Is there a toggle that allows the user to have more than one layer visible at a time? I wanted to duplicate the suit and see what happens when playing around with the shrinkwrap but didn't want everything on one layer.
EDIT... OK, just figured out if I hold down the Shift key when clicking the other layer both stay on! AWESOME! :P
Thanks for the help!
I do that with my lights and camera. I put them on layer 20 so when I select I don't accidentally select any of them as well.
In order for me to render whatever I'm working on AND the lights, I click on both layers holding the Shift key. You have to select each layer you want visible while continuing to hold the Shift key, but it works well.
Hi...
Using the Layers is very handy.... For example, making clothing sets... shirts, pants, skirts....
Place the base figure on a layer by itself... then link it to a second layer and model say a shirt that second layer... do the same for a third layer and model the pants....
What this does is on the first layer (linked to the second and third) you should see the figure and both the shirt and pants, but on the second (linked only to the first), only the figure and the shirt, and the third (linked only to the first), the figure and the pants...
You can get fancy with the layers and create layers that only have just the shirt or pants without the figure.... or even create a duplicate of an object and place that on it's on layer so that you can try something different on the duplicate without worrying about messing up the original...
There are lots of ways the layers come in handy...
nicci... ;)
Edit
Just home from the gym. Have braised green beans with beef and roasted garlic. YUM
So how does one link? I looked around for layer options but still learning my way here.
Gracias! :P
Hi...
In the Object Properties tab on the right side look for the layers options.... It will look just like the layers that are on the tool bar...
So with an object selected, the corresponding layer box will be marked, then use Shift + Click to link the layer to another layer...
Now when you select just that layer on the Tool bar it will show that layer and the linked layer... I just find it quicker and easier this way then to always be multi-selecting layers while I'm working...
nicci... ;)
Ooooops, looks like I misunderstood you Richard. I was assuming (I know, I know) that you meant how do you get more than one layer to show up in a render.
Sheesh, getting old s**ks. I really need to read posts at least twice before responding. ~shakes head~
Thanks so much Nicci.
Miss B... trust me. I'm always doing that! lol!
Hugs
OK... hopefully I did this right. There are no "layer options". There are "Relations" from what I've found. Using the Shift key I selected both layers that I have the objects on and now up on the tool bar I only have to click the ONE layer square and both show.
Hi...
Yep, that's it.... :)
I hope you find it useful, I know I do on sets that have a lot of pieces...
nicci... ;)
If by "soft select" you're referring to a means to "partially select" verts for movement, so that they move to a lesser extent to those that are fully selected... the blender equivalent is the "Proportional Editing" toggle at the bottom of the 3D view, to the left of the "Snap during transform" magnet. When you're in Edit Mode, try the ALT-o hotkey ("O" not zero) to see which icon changes - then try selecting a vert (or verts) and start transforming them (move, rotate, scale etc). You'll see a largeish circle drawn showing the falloff area - that circle can be enlarged/shrunk using the mousewheel, in order to affect more or less verts around your selection. You'll also see a new button appear beside the Proportional Edit button which allows you to control the type of falloff (linear, smooth, etc etc). You might want to play with these controls a little to get the idea of how they work, before doing Real Stuff.
Hi,
Tried the Proportional editing but found that when I enabled it, didn't matter if I chose "Enable" or "Connected" option it moves the entire suit. I have tried selecting just one edge, face or vert or a group and still the same issue happens for me.
Also, not remembering how to create a line of verts. If I select one vert and then Shift select another then what??
Thanks so much!
Into empty space, or along an existing edge?
Empty space => select an existing vert, Mesh->Extrude Region (or [E]) to extrude an edge to a new point in space, select the original vert as well, then Mesh->Edges->Subdivide (or [W][2]) to however many points along that edge you want.
Alternatively, with a vert selected, you can Mesh->Add Duplicate ([SHIFT-D]) which will give you a disconnected vertex, so you'll then need to add the edges in manually (select the disconnected vertex, and one other vert, and Mesh->Edges->Make Edge/Face ([F])), then you can subdivide them as previously.
Existing edge => select the two points at either end of the edge, then straight to Mesh->Edges->Subdivide (or [W][2]) and adjust the "Number of Cuts" to give you the number of extra verts you want.
NOTE: while you're using the 'Subdivide' operation above, you may wish to turn on the 'Quad/Tri Mode' tickbox in the Subdivide operation parameters in the lower-left - this will stop Blender from generating n-gons, and keep all the subdivided faces as quads or tris. This could be useful to avoid massive cleanup later when you're trying to export the resultant mesh.
There are a number of other ways of creating a line of verts as well - you can use the Loop Cut to add a "ring" of extra verts, or the Knife tool to make arbitrary cuts (and probably a few others that I've forgotten - these are the ways I use most regularly).
HTH (^_^)/
Thank you!
On the vert creation, not an empty space, when I deleted some faces the edge where the mirror modifier starts had NO edge so up and below there were verts to click and needed to create a line that I could subdivide to create new faces for the 8 holes that were created. It was a messy area of the mesh. I managed to take the long way and got it done but I KNOW there is a way to draw out a line, connect it to another vert and sub divide but couldn't remember.
I also have found another issue that's come up. I'm slowly making my way around the mesh fixing things one merge at a time. But it seems there where each material group ends and another starts the verts are not connected, in fact there are TWO verts. SO if I select a vert and push it up, there is another vert right above it connected the other material group. SO say your looking at my mesh. There is the TShirt and the Belt material groups. If I go to the bottom where the shirt ends and the belt begins they seem like seperate groups altogether. If I were to select an edge and loop it I could completely separate that from the belt. So not sure if there is a faster way of just merging all these areas without loosing all the material zones. If there is no way then I'll just work on it section by section. Must have been some left over YUK from the ZBrush adventure.
Thanks. Off to dinner with a friend from out of town. I'll be back later to check in.
Those are "edge split" verts - two verts exactly on top of each other, but connected to different sets of edges. They're used to allow sharp corners/cutoffs in the presence of subdivision, or sharp changes in the shading when rendering etc.
Easiest way to get rid of them is to select the region where the verts are (make sure you select both verts, ie you should see the edges on both sides of the "seam" between belt and shirt become gently illuminated), then use Mesh->Verts->Remove Doubles ([W][5]) - that will look at all the verts in your current selection, and automagically merge the coincident ones (just like you've been doing manually with merging). You can adjust the distance between verts to be considered as "coincident" over on the lower-left properties panel if necessary (this might be needed if some of the points have been "dislocated" due to proportional editing etc). Be careful with the value though - set it too high and the Remove Doubles will tighten things up too far >_<. This operation won't affect the material zone assignments - however it WILL affect the operation of "Select Linked" (because now, the mesh will be contiguous through that area - consequently, you'll need to make more use of the Material Select option, rather than Linked Select).</p>
Have a great dinner! (^_^)/
You probably got the cut up mesh do to your import settings. Using the Wavefront object import always make sure to toggle Keep Vert Order instead of the default Split and check Poly Groups box.
Thanks so much MFM. :-)
Yea, don't know much about importing yet in Blender. Just did the default and forgot to look to the left at the options. My bad!