vilters opened this issue on Jan 30, 2015 · 10 posts
vilters posted Fri, 30 January 2015 at 8:13 AM
A common issue when building conforming clothing is skin poking through the clothing when bending the figure at the joints. Collars, elbows and knees.
In this example we build a combat pants for Roxie.
Preparation : Study how and where the collar, elbow and knee joints bend, and how the figure geometry copes with the bend.
The building of the pants : Critical area's here are the back of the hip and the knees.
So from the very start of the build we "add" extra geometry on the strech area's.
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vilters posted Fri, 30 January 2015 at 8:15 AM
The next step is to do the intial SubD, and you see that the SubD "added" geometry where needed. => On the strech sides.
Also, now is the time to group and UV_Map the object file for rigging and texturing.
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"Do not drive
faster then your angel can fly"!
vilters posted Fri, 30 January 2015 at 8:18 AM
And here after the final SubD, and ready for the detail work.
Clothing build this way will follow all bends nicely without poking, as there is enough geometry to follow nicely around the bend.
And you will get no crumbling or crushing in the shrink area's as there is less geometry.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
vilters posted Fri, 30 January 2015 at 8:24 AM
Extra tip 1: Finetune your object file as close to perfection before doing the next SubD.
Extra tip 2: Group your object file in Blender while it is still as low polygon as possible.
Extra tip 3: UV_Map your object file in Blender while it is still as low polygon as possible.
Extra tip 4: Planning1: Study the figure to build for, and plan your joints in the intial build phase.
Extra tip 5: Planning2: Plan ASAP (As Soon As Practical) what and where you are gonna add details in or on the clothng.
Best regards, and have fun building.
Tony
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P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
vilters posted Fri, 30 January 2015 at 8:30 AM
All you have to do now, if fine tune the final object file and add the details to it.
I have the boots and the belt to fine tune, and add some 3D effects to the loose pants.
Check and recheck the Grouping, and the UV_Map; (Mandatory if you "add" stuff after the inital grouping and mapping.)
Then goto Poser to rig using the setup or fitting room. ( The fitting room can also rig without the using the ftting part. )
Have fun using the Poser tools.
PS: I used Blender, but any 3D app can do the same.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
EClark1894 posted Fri, 30 January 2015 at 9:10 AM
Thanks, for the tips, Tony. I still think adding the shoes to the outfit is stupid, but hey if it works for you go with it. :)
Actually, that tip about the lessing the geometry in some areas and more in others makes more sense now.
vilters posted Fri, 30 January 2015 at 9:18 AM
Thanks for the complement Earl.
All my outfits have a purpose, and it is dead easy to extract the shoes/boots if required.
Plus, for what I make? They belong to the outfit.
Ha-ha-ha-, no combat pants without good solid combat boots. LOL.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Glitterati3D posted Fri, 30 January 2015 at 10:28 AM
Well done, Tony. One thing I would add to this though.....
For weight mapped males, the hip edge flow should very closely match the edge flow of the figure. Without that, you're going to have serious problems in a weight mapped hip.
The same is true for the breast area for weight mapped females......follow the edge flow of the figure.
vilters posted Fri, 30 January 2015 at 11:19 AM
@ Completely agree Glitterati3D, and thanks for the compliment.
Polygon count and edgeflow should "resemble" the original figures undelying skin edgeflow and polygon densnity.
A 20K figure, likes a 15K full body clothing.
Euh! => The missing 5.000 polygons are in the face, mouth, teeth, eyes, fingers, toes. LOL.
When the figure and the clothing have matching edgeflow and polygon density everything works better afterwards.
Valid for conforming and dynamic clothing, for traditional or Unimesh mapping.
It also helps in other area's like "copy morphs from", "copy joints from", and it certainly helps in Weightmapping.
Best regards all.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
vilters posted Fri, 30 January 2015 at 11:24 AM
Remark : For dynamic clothing, loose dresses, capes and so on, that do NOT have to follow the body closely, it is still good practice, but not a requirement at all.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!