BAR-CODE opened this issue on Jun 02, 2006 · 9 posts
BAR-CODE posted Fri, 02 June 2006 at 6:38 PM
I try to make an outfit ...i got the basic done and there are good Tut's for the basic part.. they helped a lot.
But now.. How do i make the detail on the clothes... like a pocket or a zipper buckle's things like that.
I don't mean how do i make em' i wanna know how to put them all together...
Do you work on the basic object or cut in it or or or ?!!? is there a bit more advance Tut anyware?
Or is anybody willing to help get me going again ?
I see so many clothes with great details on them ... i wonder how they make em... all together.
I hope this makes sence otherwise people start to point me to "how to make a little skirt for V3 " tuts again ... but that part i got :}
Thnx for any help advice etc etc
Chris
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Chris
Realmling posted Fri, 02 June 2006 at 7:06 PM
You might want to consider downloading the Freebie SWAT uniform from planetvixens.com and taking a look at it.
Certain details could be modeled in, but if you start to worry about poly count, you could also probably take care of them with displacement maps.
I have to dash off for work, but I think I have some tutorials stashed here and there I can dig up and see if they'd be of any use.
Crazy alien chick FTW! (yeah....right....)
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pleonastic posted Fri, 02 June 2006 at 7:56 PM
looks good already! you have a real talent for modelling.
which modelling program? are you one of the new hexagon converts? if so, there is a great camera modelling tutorial at eovia3d.net that shows how to make a lot of fiddly detail. i think that might teach you everything you need to create greater clothing detail.
pockets i would probably model, but not an actual zipper. way too many polies. Realmling is right, use displacement maps for that.
Neyjour posted Fri, 02 June 2006 at 9:24 PM
I don't know anything about modelling, but just wanted to say that this is looking really good so far! I especially love the design of the helmet!
"You don't know what we can see
Why don't you tell your dreams to me
Fantasy will set you free." - Steppenwolf
thefixer posted Sat, 03 June 2006 at 3:14 AM
Wow Chris this is superb! Don't forget to throw it my way when you need it trying out
We'll be seeing you in that top merchants list soon, of that I have no doubt!!!!!
Injustice will be avenged.
Cofiwch Dryweryn.
BAR-CODE posted Sun, 04 June 2006 at 7:08 PM
@realmling
I just loaded the BVH swat file ..and i learned a lot just by looking at it... that was a good idea
realmling wrote:
Certain details could be modeled in, but if you start to worry about poly count, you could also probably take care of them with displacement maps.
Euhhh OK what is it and how does that work in HEX and where can i learn it and and and and...
did i mention i dont have a clue what that is :}
So pleaaaaaseeee explain why and how etc etc and i'll put you in my will..... :-}
Chris
IF YOU WANT TO CONTACT BAR-CODE SENT A PM to 26FAHRENHEIT "same person"
Chris
svdl posted Sun, 04 June 2006 at 9:08 PM
A displacement map is a grayscale image that you can apply to the model just like a texture map. The lighter an area of the displacement map, the more the surface of the model gets pushed out. The main difference between displacement and bump is that a bump map creates an illusion of dents/bulges by changing the color of the pixels, while a displacement map actually alters the 3d model. The difference is plainly visible at the edges of the model.
If you want to see what a displacement map does, download the free gargoyle head by stonemason. The base model is fairly simple, all the details like the warts and so are added using displacement maps.
I don't know Hexagon, so I can't tell you how it works in that app. Poser 5 and 6 support the use of displacement maps; they're very useful.
There's a tutorial in the Poser tutorial section here about making realistic water. It also uses displacement maps. It might help you understand what they're about.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
BAR-CODE posted Mon, 05 June 2006 at 5:32 AM
Ahh ... dumb me... the folds in the out as it is on the image are done by a displacement "pen"
Thats the way i made the clothes to look like it real...
And im pretty sure there is a way of putting a disp. map in hex..
I'll play with it and see what's what and how.
Thnx SvdL for the explaining .
Chris
IF YOU WANT TO CONTACT BAR-CODE SENT A PM to 26FAHRENHEIT "same person"
Chris
ccotwist3D posted Mon, 05 June 2006 at 7:35 AM
For seams you need a depression, fold, etc. Add a few edge-loops around the area that needs a seam, and keep them compact. Look at a pair of your own pants or article of clothing you designed on paper, and make the depression or fold using the edge-loops.
The zipper could be comprised of many overlapping primitive squares, or modeled.
Sebastian