Forum: Blender


Subject: I'm an absolute 3d virgin. I just downloaded Blender.

Fauvist opened this issue on Dec 31, 2008 · 35 posts


lisarichie posted Sat, 17 January 2009 at 10:19 AM

Great, it will make a lot of things regarding the physics simulation side of Blender much clearer.

There are a few differences to keep in mind when modeling dynamic cloth for Blender:

   1. Scale - if you want to use Poser figures in your simulations you'll probably want to scale them up for better interactions then scale the resulting mesh back down to Poser size when you've generated a suitable model in the sim. For a straight Poser figure sim the dynamic cloth in Poser really isn't too bad and is already designed to work at the tiny scale, Blender is more of a real world system of measure.

  2. Poly count - cloth simulations don't need to be as high poly because your using the simulator to conform the cloth so make the mesh as poly light as possible to get smooth results, this lowers the system load and makes running the sim faster.

  3. Quads v. tris - tris are not evil and can give you better results when doing cloth sims, try both to determine which will work best in the particular instance. Model in quads, run a short sim then convert to tris and bake again - compare the resulting meshes.

  4. Using poly reduction can sometimes give a nicely flowing cloth by generating a more random poly layout that avoids forced folding along edge loops, good for draping but tough to use for clothing that requires regularly positioned pinning points though it can be used with a little adjusting.

  5. Don't be limited to one approach, analyze your desired end result then use whichever mesh layout will provide the best result for the situation at hand.

A neat trick that you can try out for making a UV Mapped dynamic garment in Blender is to use a scaled down pattern for a clothing item as a blue print for your garment. Recreate the garment parts in mesh form then use project from view as your UV mapping type. After you have mapped the mesh then join the seams and apply it to your figure, adjust so the mesh is outside of the figure and run your simulation as normal.