View Full Version : Speed modeling session : theme : cloth and draperies study

02 February 2004, 12:59 PM
The theme of this session, runnig until monday 9 Feb. , is cloth and draperies. No need to do a full model, focus on folds and weight.
1-3 hours models (ref searching, concepting, shading, rendering not included), please show unsubdivided wires and different views.

Have Fun!

02 February 2004, 01:55 PM
easy or hard? i have no clue... but cnat maya users jsut use maya cloth in like 10 min.?

02 February 2004, 02:25 PM
no simulations please :D

02 February 2004, 03:32 PM
I'll give YOU no simulations M@!!! Well that's no fun for us dynamics folks :D

I'll see if I have time to partake.

02 February 2004, 04:58 PM
It will be quite interesting to see what comes out of this one. I can't wait...

Unfortunately, I can't ever really participate in these over the weekend because my computer @ home SUCKS right now and I don't have Internet acess at the moment. It can run Wings (slowly) but I have only been using Wings for about a week now and I can't realy model that quick in it yet (but I'm getting better at it).

Any way, just ranting. As I said can't wait to see what comes out of this one.

Good luck everyone!

02 February 2004, 05:58 PM
Nice topic Mat

Hey you Freak Masters of Simulation and Dynamic! Try to simulate this if you dare!! :D :p

Da Vinci's Cloth Study:

02 February 2004, 06:05 PM
Originally posted by m@.
no simulations please :D

Just a suggestion…

Maybe some Speed Dynamic Sessions would be awesome!
All most everyone that does these speed modeling sessions have a package that has some powerful dynamic tools. I know I would love to see how other people tackle different dynamic scenes and how they overcome the problems that always arise in the simulations. Sharing expressions, techniques, shortcuts and tricks would be a great way to learn more about how to do dynamics.

Just kicking that out there :)

02 February 2004, 06:24 PM
KaB : you could suggest that in this ( thread . :)

02 February 2004, 06:43 PM
Opps, sorry m@

I completely missed seeing that thread, thanks!


02 February 2004, 11:18 AM
40 mins

c4d using loft splines
simple yet effective, i think

02 February 2004, 01:18 PM
Interesting approach dd, since I've never worked with splines :] good result!

Here's mine, its boxmodeling with wings3d and done in 1 hour, the hand is modeled in another session.

02 February 2004, 04:09 PM
about 20 mins on this one
same method as b4

02 February 2004, 02:13 AM
hi there! i missed the last three speed sessions. I had too much work and when back home i was too lazy to do speed modeling.... :cry:
Egyt : wow, 1 hour only, the mesh is really clean. The only thing i could crit is the lack of weight/tension because your folds have the same width from the beginning to the end. the folds should be smaller at the tension point(i hope this is understandable). :D

_dd : very nice work for 20 min... i would say maybe give some thickness to the fabric. man i feel like i'm not doing speed modeling with my 3 hours works...

so here is my try... I though i would be able to model the other arm but i was too slow... it needs at least 1 hour more to tweak... anyway, i love folds and the idea for this session is damn good! thanx m@.
Using the tips Fellah gave me i also made a time lapse. i hope you'll like my speed model...

02 February 2004, 02:22 AM
Great stuff guys! I especially like yours BnE.
Very natural.
Keep em coming!

02 February 2004, 11:27 AM
oh yea! not alot in here yet but they quality is already fairly high.

my preferer is yours BnE. very good flow in those wrinkles, and thanks for little .gif! but you forgot to show the wireframe ;)

02 February 2004, 01:44 PM
BnE: I'm impressed by the weight you managed to give the feeling of.
The reference I used was terry cloth so most folds was the same thickness all the way. I appreciate that comment alot tho, good pointer to achive weight which i didn't think of before, thank you! Yours look stunning and i look forward to seeing that wire of yours. Later today I will try to apply what you told me on a new mesh.

dd: Second one looks even better, would you feel comfortable with applying that method on say a more complex clothing?

m@ and fellah: where are yours? :]

02 February 2004, 02:01 PM
m@., fellah, Egyt : woa, thanx guys, i'm really happy you like it!
about the wires, well it was such a mess with triangles everywhere that i didn't want to show it, but here it is.... as you can see, i just cut thru the polygons without trying to keep clean mech... so it's not very nice but it kinda works(i think it would not be nice animated too...). :)

02 February 2004, 06:16 PM
BnE very natural feel - very nice - the end of the sleeve (arm) looks to stiff put a little bit more gravity in there or sharpen a little the creases

02 February 2004, 06:56 AM
hi just want to throw in my 2 cents of cloth

anyway this was 1h10m worth of work and im kinda ok with it so here it is.

CLICK HERE for the Time Lapse Video (

02 February 2004, 09:12 AM
swag : thanx ! yes you're right i should sharpen the creases... it's the last thing i did before the 3 hours were over and i'm not very happy with it... looks a bit like jelly or bubble gum...

Ebola0001 : very nice but i think that we can't feel the gravity or the cloth is very thick. if it's thick, we should see its thickness. if it's not, we should see vertical wrinkles coming from the top, where tension is. but your folds are nice and smooth.

02 February 2004, 08:32 PM
a dress (the small black one)
2:15 with maya

02 February 2004, 09:03 PM
niiiiiiiiiiiiiiiiiiice !!!!!!!! soooo lovely! i love that kind of dress! i have no crit at all!

02 February 2004, 09:52 PM
thanks BnE but the folds are not so good (to simple for a modeling lesson) ;)

02 February 2004, 06:53 AM
Here's my entry. I would have posted it sooner but there were some network problems.

This was designed using standard subdivision, subsurfacing, loop cutting, extrusion, and proportional vertex editing:

Designed in Blender 2.32. This took approximately two hours to create.


02 February 2004, 03:12 AM
this is about 0h45m of polygonmodelling and it was a very educating experience for me, i broke my mouse-clicking arm the other day so this is all i could do with only my left hand.



02 February 2004, 05:55 PM
robertt, robertt, robertt :bounce: :applause:
huge moddeling!! unbelievable!!
You must have too much time, he?

cu, spazz

02 February 2004, 07:09 PM
There are some really impressive folds here! I've been modelling clothes for the last week or so and it's been doing my head in (to say the least).

ridestowe - I'm sorry to hear about your arm, but I wanted to say that your cloth is quite clearly from a simulation... :shrug:

02 February 2004, 12:30 AM
Originally posted by AJ_23
There are some really impressive folds here! I've been modelling clothes for the last week or so and it's been doing my head in (to say the least).

ridestowe - I'm sorry to hear about your arm, but I wanted to say that your cloth is quite clearly from a simulation... :shrug:

AJ, maybe some people just have different modelling techniques than you. but to accuse me of doing such things is shameful and i am going to deny your claims b/c i KNOW they are not true. No hard feelings but please talk to me on aim or something before publically accusing me of something in-which i did not commit.

02 February 2004, 06:53 PM
...I bet you £10 I'm right though... :p

No - in all seriousness I've run countless simulations in Max with Simcloth, Reactor, Stitch & ClothREYES and your mesh looks exactly like the result of such a sim.

You have no need to prove yourself or your methods, but if you can show some steps in your modelling then you will:

a) Shut me up and make me look like a fool
b) Teach others some new methods!


02 February 2004, 07:20 PM
ridestowe : the fact is that your model looks very similar to a cloth simulation, like AJ said. You used a regular grid, no edgeloops, and the distance between vertices seem to be absolutely regular on the whole mesh - a thing that I find very hard to achieve with by-hand modeling. I'd be really interrested to know how you achieved that, especially since I'm a max user . And - why did you use a cylinder under your cloth, since it is not to be seen?

02 February 2004, 10:33 PM
I have to agree with the rest of the people here that it does look like a simulation... I haven't tried clothes modelling before, but I can say I've fiddled with the simulations for 48 odd hours, to the point of making a dress for a cylinder based "manequin".

I've chopped a section of my mouse hand's thumb off before, and continued to play high speed games with my left hand exactly the same accuracy/speed. I'm not trying to be rude or anything, but having to use your other arm is kinda far from an excuse for making something that looks to be nothing more than a simulation.

Perhaps you could try to make something like a flag laid out on a table, having been pulled here and there? That shouldn't be too difficult, even with your other arm. If the mouse isn't one for only one hand that is.

Sorry if I seemed rude, and I hope your arm heals up quickly.
SibSpi Out

02 February 2004, 11:00 PM
for the most part, i find it easier with cloth modeling to only move vertices on the Z axis, cuz compared to real life its more-or-less the same.....i've never used any sim program(i doubt i could if i wanted to:p ) but i'll hafta check that out now >.<

and sib, maybe ur just one of those ppl who can use both hands, but with one available limb i definitely found it easier to use one(Z) axis for modelling(not saying i didnt use y or x).

02 February 2004, 11:26 PM
please do not diss each other we´re here for speeding up the workflow not to discuss - if he used a simulation its not my prob (most ppl here know it anyway) :wise:

02 February 2004, 09:14 PM
Originally posted by ridestowe
and sib, maybe ur just one of those ppl who can use both hands, but with one available limb i definitely found it easier to use one(Z) axis for modelling(not saying i didnt use y or x).

If you move only on the Z axis, the quads will have distortion in the end. But they're regular, kinda rotated.
You still can make a timelapse on your method, to show us how you did it! (But maybe it's not necessary as we likely already know.)

02 February 2004, 12:43 AM
i've never done a time lapse, but i can give it a go, just to prove that i did it.:buttrock:

02 February 2004, 09:04 AM
ridestowe, we are still waiting for you to prove us wrong.
im 100% sure that its a simcloth or reactor simulation

02 February 2004, 04:54 PM
as soon as i get some spare time...........

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