PDA

View Full Version : Clothes modelling


Fede
08-26-2002, 05:18 PM
Hi all

I'm having some trouble modelling clothes as they land up intersecting with my main model, could anyone direct me to some good tutorials or give me any hints please.

thanx

Grey
08-26-2002, 07:16 PM
The PoserPros website has a fair number of cloths modelling tutorials in their character and clothing workshop.

http://www.poserpros.com

Fede
08-27-2002, 08:27 AM
Thank you very much, i'll look in to it.

Aken009
08-27-2002, 08:38 AM
why don't you just delete the geometry underneath the clothes...you can't seem them...so get rid of them...and it'll lighten up your scene too...

Fede
08-27-2002, 08:54 AM
See the problem is the pants not the geometry underneath, which has been deleted already.

How do people like Wiro model their characters and all the elements they add look as if they hang or are on them so softly.

thanx

Aken009
08-27-2002, 08:58 AM
ahhh...I see...I would just manipulate your cv's until they don't intersect...
and if you 'need' add more geometry to help it not intersect.
that's all I can say...sorry if I'm not any more help

Fede
08-27-2002, 09:00 AM
Hey, no prob all help is good help.

So i will just try and push and pull verts of the pants till they conform.

let's see what happens.

Wiro
08-27-2002, 10:55 AM
Got your PM Fede :)

Well, for clothes I usually select the mesh on the body, copy it, then to a move along normals. Now i have a "shell" with the same polystructure as the body. Then I add in folds and stuff by hand and eye. I use the body underneath as a guide so there are no intersections but in the end it's not neccessary to keep it so to save some rendertime I delete the invisible parts of the body.

As for belts; I just start out with a cylinder (subdivs or NURBS. the latter has the advantage of automatic UVs but it's not that a big deal to map by hand either). I then just push and pull around CVs, again by hand and eye. The thing to keep in mind is that belts don't stretch much so when it hangs down the waist (like in your case) it needs to keep the same width. So if it hangs down quite far it'll usually stick out a bit (like you've already done).

So all in all...push and pull...by hand :)

Wiro

Fede
08-27-2002, 11:27 AM
Wiro, you da man dude.

Thank you soo much for the reply, i can securely know the road to take now.

Thanx.

Splurgus
08-27-2002, 03:51 PM
If you are using Max, try the Push modifier, then move verts around to define it more.

io,
09-03-2002, 09:30 AM
or, for maya, sculpt tool. but in the end u will need that hand that wiro's talkin' about.

CGTalk Moderation
01-13-2006, 03:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.