Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 02 10:01 am)
Attached Link: http://www.daz3d.com/shop/rag-erator-for-poser
There is this that works on any item of clothing but it doesn't do the ends of sleeves or legs like the distress shown in your reference pic.Quote - It would be really cool if one of the Market Vendors made a full line of Torn Ripped Raggedy Post Apocalyptic Zombie Clothing so that people could do scenes with a large amount of Refugees or Zombies without repetition in the clothes. I bet they would make a lot of money selling a library bundle of Poser Male and Female Clothing like that. Anyone out there up for the challenge? I'd pay good money for something like that. -Thanks
Since you mentioned a "large" number of zombies, have you seen this item?
http://www.renderosity.com/mod/bcs/m-o-m-unlimited-zombie/78038
Might be more useful for background use. I do not own the product. I think you could use the pictures you posted in the same way as this product works to generate similar background figures. I think the basic idea is an image of a figure put onto a flat plate and the use of a transparency map to remove the parts around the figure.
Good luck.
Quote - Thank all of you! I will investigate all of your suggestions. I was hoping though that someone could take a dynamic clothes poser file into ZBrush and physically cut away at the mesh. But that might be a bit too much. Thank you all for the responses. - Colvin
You could do this easily in Wings yourself for free.
Import your clothing object into Wings and look for an area you'd like to be ripped. Select your object and go into poly mode. Deselect polys around the edges, and or in strips according to your mesh density. Export "selected" as .obj and bring back into Poser. The polys you deselected will now be holes in your dynamic clothing. Of course if you feel adventurous you could actually add edges and cuts rather than just deselecting existing geometry.
Using a transmap would cause the tatters to move together unnaturally as the dynamics sim would still see the mesh as connected.
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