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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: Help With Modeling Clothing


Jackpumpkinhead ( ) posted Tue, 01 April 2008 at 3:59 PM · edited Sat, 11 January 2025 at 3:55 AM

i am trying to find out how to model clothing
what is the best way to go about it
what is the best programs to use
how do i model a piece ot clothing to fit a character
right now i am wanting to make a headband like rambo
but i eventually want to do other pieces of clothing
is there an easy way to go about this
please help a budding 3d artist


BAR-CODE ( ) posted Tue, 01 April 2008 at 4:19 PM · edited Tue, 01 April 2008 at 4:20 PM

i am trying to find out how to model clothing
what is the best way to go about it

learn and try out tuts that are online all over the place.
..
what is the best programs to use

That depends on you money .. 3D Max is good but will cost you $4000
Silo is good and cost you about $150
....
how do i model a piece ot clothing to fit a character

The same a you whould model a Car or a table.. what you make is not realy importand.
....
right now i am wanting to make a headband like rambo
but i eventually want to do other pieces of clothing
is there an easy way to go about this

NO there is NO  make cloths button in any program ..it will take months to make anything that looks a itty bitty nice,,, and it will take Years to make real good stuff.
No easy ways only hard learning ways..
....
please help a budding 3d artist

Look for tuts and see what programs are used in them..
Thats the first advice i can give you..

Chris
Ps usualy Buddys write their name under a message ;wink:

 

IF YOU WANT TO CONTACT BAR-CODE SENT A  PM to 26FAHRENHEIT  "same person"

Chris

 


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pakled ( ) posted Tue, 01 April 2008 at 8:51 PM

from a rank beginner in the clothing trade (me)
Start simple; there's 2 routes you can go
"2nd Skin" - just color parts of the body in clotheslike colors (use the material room if you have P5 or better...;), and you have instant long underwear...

actual modeling - start with things that don't have to bend (too much); sandals, headbands (good idea), hats, helmets wristbands, etc. If you're just starting out, there's free modeling programs, (hundreds), but Wings 3d, Anim8tor, and Blender are a good place to start.

If you do get the hang of modeling, note that

  1. Poser's scale is way different from anyone elses' - exporting a character into modeling programs makes a mouse-size model show up, while making a hat in another program can give you a Poser bathtub-sized chapeau..;)

  2. Poser is for doing organic-types of things; bodies, curves, bones, etc. Poser will try to make everything conform to that sort of thing; so that wonderful sharp edge on your sword or temple, or crease on the trousers will be blunted into melted wax. There's tricks around that (slight bevels, etc), but this is sort of intermediate stuff.

See Doc geep, Quinlor, and other people for the basics on modeling (whether in Poser or out), and we should have a 'cajun' coming by with 10 paragraphs and 30 links...oh... any minute now...;)

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


sekhet ( ) posted Tue, 01 April 2008 at 9:06 PM

Question 1, like BAR-CODE said dig through all the tuts till you find a few you understand.
Question 2, depends on your budget there are free 3d modeling apps. out there Blender seems to be pretty popular. I have 3ds Max and learned to use it in collage, basic modeling character modeling, and architectural visualization, and there is a lot I want to learn. I couldnt imagine have to learn 3d modeling be trial and error. Question 3, Once you learn the basics of modeling, basicly you import the characters mesh into your 3d modeling app and build the clothes around them. Question 4, A headband would be relatively simple, but if theres an easy way to model good clothing I havent stumbled on it yet. For me the hard part is getting the clothing Ive made to conform like it should.

Good Luck


Teyon ( ) posted Wed, 02 April 2008 at 5:22 AM · edited Wed, 02 April 2008 at 5:29 AM

No. Question 2 does not ONLY depend on your budget. If anything, money is the last concern, as spending more doesn't mean you'll have a better understanding of the product.  Question 2's real answer is try out the programs to find one you like...then worry about how much you can spend.  If you need to, save until you can afford the one you want to use. If you can't do that, then you get the program you can afford whose interface you are most comfortable with.  Understand - Maya, in the hands of someone who doesn't understand the app, will not produce anything better than Silo in the hands of someone who knows it well.  So cost is not the issue.


ghonma ( ) posted Wed, 02 April 2008 at 8:11 AM

To add to Teyon's excellent suggestion, i would say that you should download the demo and trial versions of all major apps and see if any of them make sense to you. You may wanna start with Wings3d which is a free (but very capable) modelling tool. Use it to find out if you even like modelling.

As for the process itself, for your headband you would export out your character (or their head) from poser and import it into your modeller. Or you would import the character's OBJ fle directly. Either way you will then use the head as a reference and construct your headband around it. This can be done in any number of ways:

  1. You can create curves that resemble the contours of your headband and instruct the modeller to stretch a mesh around them.

  2. You can start with a simple cylinder and push its points around till it resembles the headband

  3. You can create it one facet at a time, moving the facets into place around the head.

  4. You can paint a headband on the head of your char, then instruct the modeller to create geometry from it.

Which of these you choose depends on which modeller you are using and what style of modelling you like best. But the only way to figure this out is to try everything till you find one that clicks. Though as you become more 'pro' you will start mixing and matching styles for speed and efficiency.

After the headband is constructed, you would export it out and either import into poser as a prop, or construct a conforming cloth from it. For the exact process, and other things you can do with the headband try going through Dr. Geep's tutes.


Jackpumpkinhead ( ) posted Wed, 02 April 2008 at 8:20 AM

well as far as what modeler i am useing at the moment
i have been useing carrara because poser and carrara are somewhat
intertwinded
i have found some tuts on making conforming clothing
i have decided to, rather than trying to model the entire thing myself
i am just going to find a hat that fits M3 and modify it a bit to resemble a headband
once i have done this is there anything special that i need to do to ensure that it will
conform to the character?
and thank you for all of your help
it is the most help i have recieve in this forum


nyguy ( ) posted Wed, 02 April 2008 at 8:28 AM

Dr Geeps's Tutorials are great.

If you are just starting and just learning modeling I would suggest this, don't jump head first! Wade in a little by modeling some basic things, first find something in your house that has a simple shape, like a hair brush. Start with the basic shape then refine it. Experiment allot with the program you use.
Find a program that has a user friendly GUI if you are not familiar with modeling. I can name 3 programs I think are very simple and easy to use. First is Wings3d, second is Pegasus Modeler, if you can get pass its quirks it is a good simple program for the price (also includes clothing tutorials), and 3rd is Max, there are allot of tutorials out there, downfall not cheap.

Poserverse The New Home for NYGUY's Freebies


jfbeute ( ) posted Wed, 02 April 2008 at 8:57 AM

One should not forget all the tools PhilC has available. Using these tools a lot of clothing items can be produced and fitted to all kinds of characters.
Takes a little while to get used to but very powerful and versatile. Adding a UV mapper and some paint tool (or combined functionality on some programs, where you can paint on a model directly) will turn this into a full clothing design suite.
As with all clothing it is best to use the result as dynamic cloth as this will create natural folds (when used properly).
Once DAZ will actually deliver their promised dynamic cloth in Studio and Carrara this might all change as this is supposed to be a complete clothing design system (although you will probably need some of PhilC's tools to use the result in Poser and for different characters).

For a headband you can experiment with dynamic cloth. Flatten a torus, make it slightly larger than the head and set up an animation shrinking the torus; it will fit itself around the head (after several tries). Once finished save the result as an object and you have your headband.

For a headband you can also look around as there are several already available, with scaling you should be able to make an acceptable fit.


nyguy ( ) posted Wed, 02 April 2008 at 9:09 AM

Quote - One should not forget all the tools PhilC has available. Using these tools a lot of clothing items can be produced and fitted to all kinds of characters.
Takes a little while to get used to but very powerful and versatile. Adding a UV mapper and some paint tool (or combined functionality on some programs, where you can paint on a model directly) will turn this into a full clothing design suite.
As with all clothing it is best to use the result as dynamic cloth as this will create natural folds (when used properly).
Once DAZ will actually deliver their promised dynamic cloth in Studio and Carrara this might all change as this is supposed to be a complete clothing design system (although you will probably need some of PhilC's tools to use the result in Poser and for different characters).

For a headband you can experiment with dynamic cloth. Flatten a torus, make it slightly larger than the head and set up an animation shrinking the torus; it will fit itself around the head (after several tries). Once finished save the result as an object and you have your headband.

For a headband you can also look around as there are several already available, with scaling you should be able to make an acceptable fit.

I think I own every clothing tool that PhilC has except toolbox. I actually had the privilege of beta testing some. They are great tools but for learning modeling not so. He also has some good tutorials on You tube

Poserverse The New Home for NYGUY's Freebies


vilters ( ) posted Wed, 02 April 2008 at 9:47 AM

http://www.renderosity.com/mod/forumpro/showthread.php?message_id=2855170&ebot_calc_page#message_2855170

I made a small tutorial on making clothes a while back.
be my guest
Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


sekhet ( ) posted Wed, 02 April 2008 at 11:00 AM

Smiles.....well Teyon maybe for some you don`t have to worry about the money. But just try convincing your wife you need a $4000 toy like 3ds Max.   :)

(no offense intended)


nyguy ( ) posted Wed, 02 April 2008 at 11:23 AM

Quote - Smiles.....well Teyon maybe for some you don`t have to worry about the money. But just try convincing your wife you need a $4000 toy like 3ds Max.   :)

(no offense intended)

I was lucky I won my copy of Max (version 7) from a website. Recently had issues with it and the site I had won it from was no longer I contacted Autodesk and they upgraded me for free to 9.

Poserverse The New Home for NYGUY's Freebies


Teyon ( ) posted Wed, 02 April 2008 at 11:32 AM

No offense taken. (that's why I added " If you can't do that, then you get the program you can afford whose interface you are most comfortable with.")

I just don't want folks thinking getting Max, XSI or Silo over something like Blender or Wings will mean they'll be able to automatically get work done. Every program takes time to learn and not every interface suits every person. Some folks prefer Max, some prefer Maya, some prefer WINGS - it's personal taste that will decide how well you work in a given application.

So no worries. As long as everyone tries out various programs before settling on one for their modeler, than I'm happy.


manoloz ( ) posted Wed, 02 April 2008 at 11:44 AM

If you don't need a very accurate headband, just use the doughnut primitive and move-scale it into place, and parent it to the head.

I read somewhere, that to be a great modeler, you

  1. Model your desk
  2. Model your house
  3. Model a monster
  4. Model a beautiful woman
  5. Model yourself

Has to do with order of complexity, it is over-simplifying things, but it does ring a bell as to start little by little.

Teyon can put basically any modeler to shame using any software he so chooses, so  value his words as gold. Ok, Taron, Stallman, and a few others can compare, but not many.

@nyguy:

Shock  You're so lucky! Congratulations on so much good luck!

still hooked to real life and enjoying the siesta!
Visit my blog! :D
Visit my portfolio! :D


Jackpumpkinhead ( ) posted Thu, 03 April 2008 at 8:47 AM

This has been great and very helpful
i will try these out and get back to you


icprncss2 ( ) posted Thu, 03 April 2008 at 8:56 AM

Check out Apollo Max.  IIRC, Anton created Apollo in Wings 3D.


Jackpumpkinhead ( ) posted Thu, 03 April 2008 at 9:03 AM

where can i find PhilC's clothing tools?


Jackpumpkinhead ( ) posted Thu, 03 April 2008 at 9:04 AM

Quote -
For a headband you can experiment with dynamic cloth. Flatten a torus, make it slightly larger than the head and set up an animation shrinking the torus; it will fit itself around the head (after several tries). Once finished save the result as an object and you have your headband.

if i where to do as you say
would i do this in the cloth room of poser
or would i do this in carrara?


jfbeute ( ) posted Thu, 03 April 2008 at 9:05 AM

The website of PhilC is: www.philc.net


jfbeute ( ) posted Thu, 03 April 2008 at 9:08 AM

Quote - > Quote -

For a headband you can experiment with dynamic cloth. Flatten a torus, make it slightly larger than the head and set up an animation shrinking the torus; it will fit itself around the head (after several tries). Once finished save the result as an object and you have your headband.

if i where to do as you say
would i do this in the cloth room of poser
or would i do this in carrara?

You have to do this in Poser. In Carrara there is no tool to let it take the proper shape, although you could come very close.


Jackpumpkinhead ( ) posted Fri, 04 April 2008 at 8:16 AM

Quote - > Quote - > Quote -

For a headband you can experiment with dynamic cloth. Flatten a torus, make it slightly larger than the head and set up an animation shrinking the torus; it will fit itself around the head (after several tries). Once finished save the result as an object and you have your headband.

if i where to do as you say
would i do this in the cloth room of poser
or would i do this in carrara?

You have to do this in Poser. In Carrara there is no tool to let it take the proper shape, although you could come very close.

please for give the noobie questions but
how do i do this in poser
secondly when i model somthing in carrara
and then import it into poser
the thing that i modeled is way bigger than it was in carrara
is there a way to keep this from happening?


manoloz ( ) posted Fri, 04 April 2008 at 9:43 AM

Poser uses a different scale than either metric or imperial. So the easiest way to make something fit, is export something from Poser, import it in your modeler, and use it as a reference. In this case, you would export the head of the figure, import it in Carrara, and make the headband according to the proportions of the head. When exporting, just export the headband (or erase everything else then export.

still hooked to real life and enjoying the siesta!
Visit my blog! :D
Visit my portfolio! :D


Jackpumpkinhead ( ) posted Fri, 04 April 2008 at 11:21 AM

how to i get it to shrink to fit


Jackpumpkinhead ( ) posted Mon, 07 April 2008 at 8:23 AM

hello
i cant seem to figure out how to get poser to shrink the headband model
to the figure
What do i do?


vilters ( ) posted Mon, 07 April 2008 at 8:36 AM

If you imported the obj, just use the scale button to 1%
Fine tune with x, y, z, sliders

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Jackpumpkinhead ( ) posted Mon, 07 April 2008 at 8:39 AM

Quote - Poser uses a different scale than either metric or imperial. So the easiest way to make something fit, is export something from Poser, import it in your modeler, and use it as a reference. In this case, you would export the head of the figure, import it in Carrara, and make the headband according to the proportions of the head. When exporting, just export the headband (or erase everything else then export.

but you model things seperatly in carrara
and when you export it
it isnt in the right place and it isnt the right size
nothing i do works
then if i rescale it in poser
and clothify it
poser just rescales it back to what it was before

if a rescale it after i have clothified it
and then run a simulation will it mess everything up

i am in desparet need of help here


jfbeute ( ) posted Mon, 07 April 2008 at 8:59 AM

Quote - but you model things seperatly in carrara
and when you export it
it isnt in the right place and it isnt the right size
nothing i do works
then if i rescale it in poser
and clothify it
poser just rescales it back to what it was before

if a rescale it after i have clothified it
and then run a simulation will it mess everything up

i am in desparet need of help here

After scaling in Poser export it again to .obj format (without changing it, so don't tick any boxes) and the import it again (be careful with the tick boxes). This will make sure it will remain this size when you clothify it.

Within Carrara import the object of the head (scale by 100), modify it to get the headband and export it (scale .01). Don't create a new object or primitive, just modify what you got imported. If you wanted to make a morph, make sure you do NOT add or remove any vertices, edges or surfaces, just move vertices.


Jackpumpkinhead ( ) posted Fri, 11 April 2008 at 8:59 AM

Quote -
For a headband you can experiment with dynamic cloth. Flatten a torus, make it slightly larger than the head and set up an animation shrinking the torus; it will fit itself around the head (after several tries). Once finished save the result as an object and you have your headband.

 
okay so i am having trouble getting this to work
this is what i did exactly

added a torus from the library in poser
scaled it and flattened it an then moved it where it needed to be
i then exported it as an obj and then reimported it into poser
everything was great

next i made the head the torus' parent
then i went to the 30 frame and scaled the torus down
so that it would just be intersecting with the head
so that when i ran the cloth simulation it would shrink and would react to the head
the way that it is supposed to

then i went into the cloth room and clothified the torus
i made the head and the hair (becuase i have hair on the character) colliders
then i set the entire torus as a constraint group so that it would not fall

but when i ran the calculate drape poser just closed
but when i ran the simulation the entire head moved and distorted really badly
but the head band worked like it should have
and i had no other choice but to close without saving

so my question is this
did i go about this the right way
and what did i do wrong
why did the head move and distor really badly

please help me


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