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mikeS
11-11-2002, 12:24 PM
hi . Iwant to create really accurate clothes for my characters but i do not know which way i have to choose to get simulation and animation process right.First i tried the integrated cloth plug in ,the panels and all this stuff .But creating clothes with curves is too inaccurate.Are there any other ways to achieve detailed cloth effects, without usung curves to model the cloth objects.
thanx in advance!

svenip
11-11-2002, 12:49 PM
had the same problem a few days ago here at work with a cloak and crinkels in it. (but it's rigid and not moving ;) )

so i think cloth isn't good enough for that. you should try clusters or something to drive the wrinkles compared to your bones in the setup. it might seem to be a lot of work, but hey that's what 3D work is like.

i don't think any automatic solution will work here.

Goob
11-11-2002, 01:10 PM
A good idea is to model the detailed cloth in poygons and use a wrap defromer to bind it on the cloth simulation.


goob.

Ckerr812
11-11-2002, 01:50 PM
Originally posted by mikeS
.But creating clothes with curves is too inaccurate.Are there any other ways to achieve detailed cloth effects, without usung curves to model the cloth objects.
thanx in advance!

Well, MikeS, the whole idea of modeling with panels, is to get more detail. That's how fashion designers make cloths, is by drawing and designing the flat panels, and then after they make the fabric seperatelty, then sew them together, or in maya, seam them together.

I would go look at some fashion design books and see how clothes are made, this is the best way to do it. You just have to get the hang of it. I always solve to a good cloth state, then start modeling, but you can do it before you solve also.

mikeS
11-11-2002, 05:22 PM
hi and thanx for the replies
svenip, goob : thanx ,i ve already tried wrap deformers.it actually works quite well.
ckerr812:well ,the panels might be a good way to create simple cloth objects like a shirt . but i think it is getting very hard when you ve to create a collar for instance for a shirt or when you want to add other little detail which requires great accuracy.

john_homer
11-11-2002, 11:50 PM
I did this using wraps, I created nurbs that were just as highly detailed as the cloth which was dense, the nurbs patch for the fromt panel for example was about 90 X 150 spans!! as you can imagine this totally soaks up RAM, but I have 2GB ;)
The nurbs matched the cloth exactly, so all the wrinkles are in the actual poly cloth. The main point of all this was so i could model in seams and give thickness at the edges, only took a couple of extra days.

john_homer
11-11-2002, 11:52 PM
and another

mikeS
11-12-2002, 11:48 AM
hey
john_homer: amazing , do you have got some animation pics of that guy.woh 2 Gb ram ,great !!!!!!.i think my computer would not even be able to load it.


mikeS

beaker
11-12-2002, 04:32 PM
>>as you can imagine this totally soaks up RAM, but I have 2GB

Actually you can bring down the ram usage of the wrap deformer by 1/10th by turning on the "max distance" option. Change max distance to .1 and then move it up a little at a time till it wraps the object all the way. Ram usage goes down to only like 128-256 meg instead of 2 gig.

AWAKE
11-12-2002, 05:49 PM
Will the wrap Behave As cloth??

beaker
11-12-2002, 08:14 PM
>>Will the wrap Behave As cloth??

You model a simple piece of clothing with the panel method and simulate that. Then you use the wrap deformer to attach a much more detailed version of it to the simplified maya cloth one.

john_homer
11-12-2002, 09:11 PM
yes i do have some animations of him pulling out his g-string in 1 hand, catching it in the other and stretching it out...
i just don't have anywhere to put it up on the net, but i'll see if i can find somewhere today...

beaker.. yep using max Distance and they are set to the lowest possible value for each panel, maybee i was a little misleading.. I have 2GB RAM, the final scene does not actually use it all.. but it is a pretty fat scene ;)
it need minimum 1GB to render (without having the secen open in Maya)

also I know a lot of people use a lower res cloth to sim and high NURBS/poly/smooth to render which i have done before and does work well. but for this example i used poly cloth that was at the same detail (ie high as all $%$^) as the NURBS, this is the only way to get all that detailed creasing you see. the other tehniques are basically just to get a smooth render.

I'll try and dump a clip on the net today mikeS ;)

.j

mikeS
11-13-2002, 02:21 PM
hi thanxxx

john_homer
11-15-2002, 01:27 AM
http://funkysphinx.com/johnhomer

there are 2 mov's (serenson 3) of the cloth in question, called stretch and closeUp, both about 2MB.
And a couple of versions of my reel which has about another 4 shots of the character, some in the same costume, some in a t-shirt, done with the same high res poly/NURBS technique.

.j

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