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Subject: Do you plan ahead for morphs? Please share?


Conniekat8 ( ) posted Mon, 02 April 2007 at 1:08 PM · edited Mon, 04 November 2024 at 8:35 PM

Hey Gang :)
As I was modelling the tie top I shared in the other thread http://www.renderosity.com/mod/forumpro/media/folder_8/file_373181.jpg  I was thinking about morphs to be added to it.  Some of the  morphs will be various clothes wrinkles. This means I can't add or remove vertices etc....

That put me in a quanadry. Without bending the model, I'm not exactly sure (decided) where to put the wrinkles, but I would like to plan my vertices and edges to accomodate the "future wrinkles".... the ones I'm not sure where to put yet... (scratching head)

I suppose I could rig the half made model and tinker with itm then go back to the drawing board? Seems awfully time consuming though.  I suppose some of it may come with more experience...

For those of you whom have faced and gotten past this dilemma, I would love it if you would share your experience about how you handled it or gotten past it ???

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archdruid ( ) posted Mon, 02 April 2007 at 1:52 PM

  I'm going to apologise in advance, since I don't think this'll be too informative, but I usually have a view of what I'm going to do, ahead of time. That being said, we get to....... Murphy,  (bless his evil little heart ), when the unexpected turns up, I usually say a few choice words bite the bullet and do it the hard way..... rework. Lou.
  P.S.  If someone has an easy way, I'd love to hear about it.

"..... and that was when things got interestiing."


petes ( ) posted Mon, 02 April 2007 at 10:59 PM · edited Mon, 02 April 2007 at 11:01 PM

Hi Connie, Not sure what software you use, I use LW. What I usually do is I rig my model and do some test poses. Usually in a certain order. i.e.: 90 or 45 degree bends. Then, When it does a ugly non natural bend, I "save the pose" and bring it back to modeler. Form there I re-sculpt it. Maybe some creases or some bunching..whatever. Then I save it off as a corrective morph. Which can either be driven by and expression, bend 45 degrees add this morph. Or simply add the more by hand. However..if you are talking about a "look"..say like a tight top. Really bends don't have as much of a play as simply what a tight Tee would look like. So I'd model that right into the base. *Note: be careful, You have a pretty dense mesh with allot of tri's. Which will "pinch" a mesh when animated in certain poses. Also, when you add sharp folds or creases and they are not quads, you are going down a slippery slope. BTW..nice looking..um..er..top.

lightwave, photoshop, oreo's...tools of the trade.


Dann-O ( ) posted Tue, 03 April 2007 at 6:10 PM

What pete said I see a particular group of triangles near the armpit I think might cause you problems. Having a tri or two is hard to avoid sometimes but when you do have them you need to keep them in an area that does not deform.

The wit of a misplaced ex-patriot.
I cheated on my metaphysics exam by looking into the soul of the person next to me.


DivineRAiN ( ) posted Fri, 06 April 2007 at 10:46 AM

yea, I'm with Dann on the triangles thing.  What I'm planning to do is use references.. and then decide how much detail (or wrinkles) I want to add to the shirt.  I might sketch some ideas beforehand.  But once it's all figured out in my head, I'll rework the mesh for those wrinkles.

divinerain


Conniekat8 ( ) posted Wed, 11 April 2007 at 3:19 PM

Thanks Guys!

Petes, sounds like you're doing what, after some pondering, I thought I'll end up having to do.
Along with corrective morphs, if needed.
I was sort of hoping there was a better way!

Well... off to play with joint settings  ....

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petes ( ) posted Wed, 11 April 2007 at 10:49 PM

Connie..I use LW..however I hear some programs handle this easier..like xsi. good luck!

lightwave, photoshop, oreo's...tools of the trade.


Conniekat8 ( ) posted Thu, 12 April 2007 at 12:25 PM

Thanks Petes :)
I tend to cross programs... At work, where I do terrains and spline modelling mostly I use Max (and Autocad)... I try to do most of my hobby type work in Max, however, I've acquired Hexagon and cararra and testing some free 3d modelling aps. And, of course... 'all my friends use poser' so I've started making poser props more then my own models.
So, while recognizing that portion of the workflow will be constrained with application specifics, and availability of plugins, at the moment, I'm open to hearing a variety of commentary.
I do eventually prefer one app for start to finish... I'm not sure what I'll settle on just yet, Max or Maya or Cinema or Lightwave or XSI or something else.... I'll probably demo them all before settling on one :)

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Letterworks ( ) posted Fri, 13 April 2007 at 6:35 AM

Connie
One other point you may want to experiment with is displacement mapping. I've been thinking that making clothing (especially for poser) with some light general wrinkling in the mesh might make them more versatile, Then includeing several displacement maps that the end user can mix and match for more detailed wrinkles depending on thier taste.

nice thing about this is that the user can choose how much/little wrinkling with occur and it adds no "weight" to the actual mesh.
mike


Conniekat8 ( ) posted Fri, 13 April 2007 at 11:42 AM

Trav, I agree with you on that one wholeheartedly! That approach has crossed my mind a number of times.

This brings us to another consideration... if I was making a model just for my own use, I would be very likely to make solid use of this approach. 

Considering an intermediate Poser user, I keep wondering if that wouldn't be complicating things for them? I suppose I can always pair up some poses with materials... or even have injection/import/pairing up of them py scripted (eventually, when I get a better hang of python).

I know most readme's fall by the wayside... I'm envisioning having to make a video tutorial on how to assemble the pieces....   Do you have any thoughts or experience on this? Am I underestimating the end user abilities?

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Letterworks ( ) posted Fri, 13 April 2007 at 1:17 PM

Well the approach I've been thinking of is to make the Displacement map (which are material nodes anyway) into a material in the Materials folder. It would work something like how Real Skin Shader works, adding to the the existing material. That might take a python script I'm not sure. But it should all be easily handled in the materials room.

mike


Conniekat8 ( ) posted Tue, 17 April 2007 at 3:39 PM · edited Tue, 17 April 2007 at 3:39 PM

yea, I think I'll be using a fair amount of displacement maps.
Another things that I've been pondering in last few days is whether to use magnets for some morphs, or the original modelling app.

LOL, lost in disordered vertices at the momet.....

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
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