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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 21 4:30 pm)
The nevercenter.com site has tutorials for Silo that would apply well to Wings modelling, probably more than your Blender or Maya tutorials, perhaps.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Well, there are a bunch on YouTube and Vimeo, but most are for modelers like Hexagon or Blender where the techniques use other tools than just box modeling (which is all Wings really does). What I do normally is start with a cube, cut it in half and then create a virtual mirror so that I only need to do one side of it ;). From there, it's just a matter of pushing verts around and creating edge loops :).
Have you looked at Blender? Up until 2.5 I would never even touch it, but now that the interface is usable, and given the plethora of information and tutorials available for it, it might be a good choice for you.
Laurie
Blender? I have a couple books on it, but some issues with 2.5 make it unusable on my machine. Things such as in Edit Mode on an object, and if I choose to make all faces not see-through (technical term just flew out of my head) and go to select objects, it will go off and select a random face, vertice, or line instead. Then I have to spend more time cleaning it up to make sure I have only what I want selected. 2.49 I got used to, but the interface... well, yeah.
This makes Wings my only choice for now. I'll try the virtual mirror. :tongue2:
If Wings is like Silo then you should do fine. I use Silo and get some nice results.
As to the magic shrink button, you can use the Poser Cloth room to do that to some extent. Once you have your basic mesh, I find that taking it into the cloth room for a little drape or shrink wrap can work wonders :)
John.
Fugazi (without the aid of a safety net)
https://www.facebook.com/Fugazi3D
Yeah, it's not entirely like Silo, but for the most part, reading over the Silo tutorials above (thank you), and they can be followed easily.
Shrink wrap? =P Is that draping the clothes and playing with the scaling parameters, exporting them again, then reimporting them? (And maybe rigging this time, something I am entirely new to?)
Attached Link: my youtube page
> Quote - Yeah, it's not entirely like Silo, but for the most part, reading over the Silo tutorials above (thank you), and they can be followed easily. > > Shrink wrap? =PWith the cloth room you can set up a simulation to make the cloth mesh shrink onto the figure. it's not a perfect technique by any means but it works well enough :)
There are a bunch of cloth room tutes on my youtube site, you might find something useful :)
John
Fugazi (without the aid of a safety net)
https://www.facebook.com/Fugazi3D
Quote - > Quote - Yeah, it's not entirely like Silo, but for the most part, reading over the Silo tutorials above (thank you), and they can be followed easily.
Shrink wrap? =P
With the cloth room you can set up a simulation to make the cloth mesh shrink onto the figure. it's not a perfect technique by any means but it works well enough :)
There are a bunch of cloth room tutes on my youtube site, you might find something useful :)
John
I'll go snooping for it, thanks. =)
I learned modelling clothes in Wings by looking at a tutorial someone made on how to make a human figure. The method is similar. :)
First thing you do is to import the figure you are modelling for into Wings. (Exporting it first from Poser if necessary)
Then give the figure a nice, distinct color, and then lock it, so you won't edit it accidentally.
Then I usually start out with a cube which I size around the figure. Say a skirt, from hips down to under the knees. Then you can start to add lines, vertices and faces and begin to add details. Smoothing give you more detail, but make sure to save before you do, so you have previous steps to work on, since the more detailed you get, the harder it becomes to make major, sweeping changes on it.
For holes, you can use the "hole" material. You select the faces where the arms, legs stick out, the waist etc (depending on what clothing you do) and give it the hole material, which makes the clothing hollow.
That's a good start. :) Then when you have a test case you export the obj file (Select it, and export selected), out into Poser and test it. If it's dynamic you test it in the cloth room, if you make it conforming, you need to rig it in the setup room. (Give it groups and match it with the character's bones)
Goodmorning from Belgium.
back in december 2006, I posted this very BASIC Cloth tutorial.
(hope the link still works)
http://www.renderosity.com/mod/forumpro/showthread.php?message_id=2854479&ebot_calc_page#message_2854479
Can be used in any 3D app, as I let the modeling app, and Poser do the work for me.
You can take it in steps.
First let Poser do an initial push of the rough, lo-resolution cloth obj to about 90% in X and Z.
Then export the pushed cloth obj back to you modeling app to refine and put on the delails.
Then import the final subdevided cloth obj, to let Poser do the final push into shape.
Hope this helps some.
Greetings, Tony
PS, those that read the other cloth post?
The boots in the little tut above are texture - displacement boots. => 2006
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
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faster then your angel can fly"!
Quote - I've personally made quite a few clothing items in Wings. They were for dynamic cloth, but the modeling principle is the same. I told you how I do it...lol. Virtual mirror, create edge loops and start pushing vertices ;).
Laurie
You make it all sound so easy, petal... sort-of like DaVinci going: "yeah, mixed some colours and started slapping them on blank canvas..." - you're one heck of a vertex-pusher, Laurie!!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Quote - I've personally made quite a few clothing items in Wings. They were for dynamic cloth, but the modeling principle is the same. I told you how I do it...lol. Virtual mirror, create edge loops and start pushing vertices ;).
Laurie
You make it all sound so easy, petal... sort-of like DaVinci going: "yeah, mixed some colours and started slapping them on blank canvas..." - you're one heck of a vertex-pusher, Laurie!!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
the 2 things to remember when modeling clothing in wings
Poser has an automatic smooth on all polys. This will smooth things, so its okay if things look a little chunky in wings. Check the Virtual smooth fairly often to see how clean your curves are
Poser models need to be grouped - make sure to have clear edge lops where there are bodypart cuts on the underlying figure. This will make your life much easier later
You might want to consider looking for a 'quicksuit' or 'starter' suit for your fiugures. this is copyright free mesh you can chop up and turn into your own stuff. I have several on ShareCg, and there are loads more all over the place. This is a good way to get the hang of things, and you can look at the mesh to get an idea for how to make your own starter suits to use later
Lyrra
i just finished a dress for Fon in Wings3d 99.5.
if you're doing a dress, my advice is to do the disecting last. it's much easier to model and uv map. i haven't figured out how to let Wings let me map more than one object on a single texture map.
ended up having to combine all the groups and re-disect in Poser.
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Quote - i just finished a dress for Fon in Wings3d 99.5.
Fon? Phone or fun? LOL
http://www.acronymfinder.com/FON.html
Laurie
Wings 1.2 can export obj with groups.
Most easy way to create basic clothes is export figure body parts and modify them. For example pants - export abdomen, hip, thighs, shins.
If you do not use "extrude" and only add/modify vertex clothes still have similar UV map.
This sort of clothes cannot be distributed but works quite well.
i started with a taurus primitive in w3d99.5 and basically just cut/connect & moved the edges 'til it fit around Fon. uv mapped passing it between wings mapping and uv classic.
a remention - poser doesn't like n-gons, you'll see the going into infinity pointees
wings has select option to find faces with more than 4 edges, and one for finding isolated vertices.
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Poser usually has no problem with ngons. Think a cap on a cylinder. It's how it's modeled that Poser doesn't like. It likes sharp edges to have a close edge loop on either side of that edge to create the sharp edge. If you don't want to do that, you can split the edges you need to stay sharp and Poser usually recognizes Wings sharp edges. I wouldn't want to have any ngons in a piece of clothing though ;).
Laurie
Fon is a Nursoda character.
here he is in a dress, trying to create a teenage female version
This is the first conforming outfit i've actually followed through on.
The way Nursoda groups the bodyparts it's easier on a student san.
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
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A newb question, but one I'm interested in.
I have Wings open and have parts of Posette all nicely grouped out and disected (heh, sound like a mad scientist here.)
What would be the best way to start from here? Do I model around the character? Is there a magic shrink to other object button? :tongue2::lol:
Any pointers or tutorials?