Forum: Poser - OFFICIAL


Subject: Torn Ripped Raggedy Clothing for Poser Figures

colvin opened this issue on Oct 16, 2012 · 11 posts


colvin posted Tue, 16 October 2012 at 2:13 PM

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

cedarwolf posted Tue, 16 October 2012 at 3:28 PM

Interesting.  Could this be done by masking or creating a texture with transparent areas?

Not sure how it would work, but it sounds logical.


Blackhearted posted Tue, 16 October 2012 at 3:39 PM

can be done with transmaps for just about any clothing item.

in fact the first poser item i ever made (circa 2000) was a shredded texture for a freebie clothing item :)



cedarwolf posted Tue, 16 October 2012 at 3:56 PM

Blackhearted, might you have a tutorial available on this topic?  I'll check the tutorial section here as well.


raven posted Tue, 16 October 2012 at 4:20 PM

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.



colvin posted Tue, 16 October 2012 at 7:32 PM

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


icandy265 posted Wed, 17 October 2012 at 10:24 AM

I just use transmaps like Blackhearted said... I used my own transmaps on the clothing in this render.

cedarwolf posted Wed, 17 October 2012 at 10:34 AM

Nice...


Mark@poser posted Wed, 17 October 2012 at 11:47 AM

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.


cedarwolf posted Wed, 17 October 2012 at 2:09 PM

I have the MOM base and I've used it a couple of times.  My only complaint with it is "ghosting" around the figures, sort of a smudge outline.  But if you add in fog, that pretty much goes away.  I also used the WorldBase XT from Magix-101 for the ground and background planes...great little product.


moogal posted Wed, 17 October 2012 at 6:23 PM

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.