You probably did not get any replies because going from 'just starting box modeling' to beautiful clothing is like going to the moon having just learned to jump off a curb.
Having said that, try a meshsmooth.
-Shea
www.Ls3D.com
:rolleyes:
pluMmet
02-23-2002, 12:50 AM
perhaps you could post a link to a pic so we can see and identify the method used for what you're looking at.
and by the way, have you looked at cloth simulators like Stitch?
'sTiLl tRyinG to pluMmet to ThE COre.'
LFShade
02-23-2002, 06:04 AM
Well, now, to be fair we don't know how talented PrinceVlad may be. People have different degrees of raw talent, and some are able to learn rather quickly. Maybe it'd be a bit more helpful to provide some general answers to the question, rather than to tell him not to shoot for the moon.
There are as many ways to make clothing as there are ways to model anything else. NURBS, subdivs, patches, dynamic cloth simulation on regular meshes; these are all potentially valid for different situations. But since you mentioned box modeling, it sounds like you want to learn how to make good-looking cloth with the same technique.
The theories behind modeling certain kinds of shapes with polygons is a subject about which volumes could probably be written, but there are some basics that help a lot when starting out:
1. Four-sided polygons produce the most predictable smoothing results. Therefore, try to use quadrangles whenever possible.
2. With polygons, a volume is really being defined by edges. You should try use edges to define the important profiles of the volumes that make up the object you're modeling. So, visualize how the cloth will fold, and try to imagine continuous lines running along the major features of those folds. You'll begin to 'see' some lines that define the profiles of the form beter than others; these are the most likely locations for edges to be placed on your model. So, a fair amount of planning will help tremendously in laying out your edges.
3. When subdivided (smoothed), edges placed close together will cause creased surfaces, while edges placed further apart will create smoother, less defined surfaces. Cloth, unless lying flat, contains both of these contrasting attributes in plenty. Knowing where folds, creases, and flatter/smoother areas will appear on your model will tell you where you need to 'bunch up' and 'relax' your edges.
4. It really helps to think in terms of volume. It's not as important, in the beginning, to have a really clean-looking mesh. It's much more important when starting out a model that the volumes be correct. You can go back later and put edges where you need them. If you begin with an accurate volume, and then take care to place edges in the most advantageous places, you'll probably end up with a really good model!
5. For cloth specifically, you can never be done observing. You will help yourself tremendously by just looking at as many kinds of cloth as you can, and repeatedly tring to draw and model them. You'll probably end up with a lot of crap models, but trust me: you will get better at it! You know what they say about practice;)
Best of luck, and don't be afraid to let us know how it's going!
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