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Groovedog
10-03-2002, 05:27 AM
I've been practicing modeling clothes and I was wondering if there is a better way to model them.

Normally I detach polygons from the body mesh. Then I apply the push modifier and tweak the mesh.

I've been playing around with some of the new Max5 modelling tools at school and for, lets say, a belt.

I create a small box.
Choose a spline that runs around the waist area of the body mesh.
Detach the spline.
Choose the side polygon of the small box and extrude it along the spline I detached from the body mesh.

You would think since I pulled the spline directly from the body mesh it would be extremely conformed to the mesh. It didn,t turn out that great.

Anyone else do it another way?

BrandonD
10-03-2002, 05:38 AM
The problem with modeling clothing based on the underlying mesh is it tends to lack a uniform mesh topology. This was one of the problems I was looking into when I was at Blur. Often clothes for characters were modeled the same way as the character itself and often this created a mesh with areas that had long, thin polys, dense areas with lots of little polys and other areas with huge polys. This doesn't bode well for cloth simulation, especially if you're trying to get a natural look.

A uniformly tesselated triangle-based mesh seems to work best with cloth simulators. This is one of the reasons I really like Stitch. It has tools much like Maya Cloth (a VERY good system) that allow you to use splines to build cloth panels, and then stitch them together to create seams and creases. You connect the pieces together around your character and run the sim, drawing the garment springs together to form a very natural clothing mesh.

Of course if Stitch isn't an option for you, NURBS are a good alternative. Because they are a parametric surface, you can collapse them down to uniformly tesselated meshes - try Delauney Triangulation parameter.

derelict
10-03-2002, 06:35 AM
Thanks BrandonD,

For:


Of course if Stitch isn't an option for you, NURBS are a good alternative. Because they are a parametric surface, you can collapse them down to uniformly tesselated meshes - try Delauney Triangulation parameter.

It help in what i'm doin now.:)

cheers!

Iain McFadzen
10-03-2002, 07:38 AM
Personaly I thought Stitch was next-to-useless. The Garment Maker system is a pig to work with, but unless you model the clothing with nurbs it's the only way you can achieve a delaunay surface, and Stitch's collision detection is terrible on non-delaunay surfaces. Simcloth, on the other hand, allows you to model the clothes using whatever method you prefer (in my case from a box) and it's collision detection stays rock-solid.

To answer the initial question though, if the clothes are so tight fitting that they need to conform perfectly to the underlying body then there's probably no point in using any cloth simulation at all, you may as well just model the clothes the same way you modelled the body and apply Skin/ Physique directly.

derelict
10-03-2002, 08:23 AM
Thanks Iain McFadzen,

for

Simcloth, on the other hand, allows you to model the clothes using whatever method you prefer (in my case from a box) and it's collision detection stays rock-solid.

It helps more in what i'm doin now. :)

Wow, the plug is FREE. :beer:

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