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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 05 9:36 pm)



Subject: Need help with Using PhilC's Clothing Tutorial in Rhino


Willowjune ( ) posted Sun, 23 November 2003 at 10:54 AM · edited Wed, 06 November 2024 at 1:31 AM

I need advice from those who model clothing in Rhino. I bought PhilC's clothing tutorial but I don't see how to adapt it to Rhino (I'm not writing him as he says he models in Truspace, not Rhino). He puts a box around the model and then says to use sweeping (lofting, extruding) and moving points to create the new surfaces that create the clothing. I need a tutorial on exactly how to do that in Rhino. A cube or box in Rhino doesn't have control points, I learned when I tried to turn them on. Also, I don't understand how to loft or extrude with the box--where do the new lines come from. I'm baffled! Thanks in advance for your help.


electranaut ( ) posted Sun, 23 November 2003 at 11:42 AM

Attached Link: http://market.renderosity.com/~rhino/spiketuts/poserfigure/poserfigure.htm

Modelling clothes in Rhino is a whole different kettle of fish. If you need to create fairly close-fitting clothes in Rhino, the method used by most modellers I've seen is to begin with using the Contour command to build a series of curves around the parts of the Poser model you want to make clothes for. Then, you delete the curves you don't want, rebuild the curves you need in order to make them easier to work with and loft them together. Then you have a shape you can manipulate with control points. I've done this and it works fine, but it's tricky to get the balance right between enough detail to produce a good model and having too much too work with easily, so you need to experiment a lot. Although it's about creating a character rather than clothing, the tutorial by Spike is worth looking at because it uses the same initial methods. If you haven't seen it already, it's worth a look, check the link.


Willowjune ( ) posted Sun, 23 November 2003 at 12:50 PM

I've tried the contour method (cheerleader top) and somehow the top comes out lumpy, so because I don't need close-fitting clothing, I was looking for an easier way. Thanks and I'll try yet contour yet again. However, f anyone has thoughts about an easy way to make loose clothing in Rhino, let me know.


Xena ( ) posted Sun, 23 November 2003 at 3:52 PM

You can use the box method in Rhino, but you need to know the program a bit better than 'learner' to do it. It involves adding extra thingsa that Phil's tutorial doesn't cover. Contour isn't just for tight fitting clothes. I make practically all my clothing with the contour feature. It's simply a matter of how you adjust your contoured curves before you loft. It's the pre work that counts :) Willowjune, if you get a lumpy loft, try using not as many contoured curves (type in 0.3 instead of 1 when contouring) or play with the smooth command after loft. Also, you can turn points on (pton) on your curves before you loft and edit them to your heart's content.


Willowjune ( ) posted Sun, 23 November 2003 at 5:16 PM

I didn't know you could adjust the contoured curves--I"ll try that--thanks, Xena


Crescent ( ) posted Sun, 23 November 2003 at 6:39 PM

You can also simplify the points so you get fewer points. I've done that then moved the remaining points around so it fits better. Cheers!


Xena ( ) posted Sun, 23 November 2003 at 7:00 PM

Yeah Cres, same here. I tend to refit to tolerance 0.001 first, then rebuild with between 10 and 30. I never loft without messing with the curves first now LOL


Crescent ( ) posted Sun, 23 November 2003 at 7:07 PM

Since you're here - what program do you use for UV Mapping? You have some of the best texture templates around.


Xena ( ) posted Sun, 23 November 2003 at 9:18 PM

UV Mapper Pro. One of the best apps ever created IMO Although Rhino will make nice maps if you model with that thought in mind :D It's just a matter of rotating, flipping and sizing.


Xena ( ) posted Sun, 23 November 2003 at 9:19 PM

Oooh, and thank you :D Coming from a 'texturer first to modeller second' point of view makes a world of difference to how I make templates.


Crescent ( ) posted Sun, 23 November 2003 at 9:59 PM

How do you get everything so evenly? The M3 SciFi Outfit, for example, was beautifully laid out. My guess is that you used some function of the Map: Per Facet function in UV Mapper Pro but I can't figure out how that thing works to get decent results. Thanks!


Xena ( ) posted Sun, 23 November 2003 at 11:48 PM

The SciFi outfit was really easy. The mapping came out default from Rhino. I just rotated, flipped, etc. I moved seams on the arms by selecting vertices and moving them (with the arrow keys for accuracy) to where they needed to be, but the overall flatness comes from Rhino itself. The reason is comes from Rhino like that is because of the way it's made. For example - if you make a simple straight skirt using contoured curves, then export it into UVMapper and don't change the mapping, you'd have a beautiful square map. I'd just rotate it upright (it might already be though) and resize it to best get 'square' squares (I use the color texture checker in Show Model to judge squares). The same thing applies to most things that come out of Rhino. Sometimes the mapping needs some 'select by vertex' movement but not often.


Xena ( ) posted Mon, 24 November 2003 at 1:48 AM

Attached Link: http://www.poserpros.com

Willowjune, head on over to www.poserpros.com. There are lots of Rhino clothing tutorials you can sink your teeth into :)


Renaylor ( ) posted Mon, 24 November 2003 at 3:28 AM

Willojune, We all start somewhere and I have been only using Rhino for a year but it produces fabulous results, just check out this link to my dress at www.poserpros.com : http://www.poserpros.com/store/viewitem.php?selitem=1411 Renaylor@renderosity.com


Willowjune ( ) posted Tue, 25 November 2003 at 11:52 AM

Content Advisory! This message contains nudity

file_85206.jpg

Renaylor, beautiful dress! Thanks, everyone, for all comments and suggestions. I reduced the number of curves and control points and did a very nice loft. Then I scaled the size to 1.05 and in the wireframe (and shade!) it looks good--just a little tweaking needed--basically everything covered smoothly. If I knew how to send a picture of the wireframe, I would. But as you can see in the render, the breasts, and a lot more, stick out :>( Can't figure out why the shade and the render would be se different, or why when the wireframe top clearly covers everything, it isn't covered in the render.


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