Done in Blender 3D (the skirt, not the blouse)
by RobynsVeil
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Description
Budget constraints and a desire to create my own fashion statement has finally given enough impetus for me to create this skirt. The blouse is by English Bob (Sandy Blouse) - you can find it here:
http://www.morphography.uk.vu/dlsandy.html
I don't care what anyone says: creating clothing is a lot of work! The modeling is one area where I've still got some grey areas, like getting the cloth to look like cloth and not neoprene. Folds and wrinkles and stretched areas is what makes an item of clothing look real, more than texture or design, really. Doing this in Blender 3D has got me stumped. So yeah, I've got the cloth folds at the bottom of the skirt looking relatively normal and real, but what about those inevitable folds near the waist? Not there yet, kids.
So, here's how I got this skirt made (the Reader's Digest version).
Imported V4 into Blender 3D (I'm using 2.45), put her into her own space.
Started with a cylinder, which I cut in half, did a fair-few extrusions, roughly fit the skirt to the model (V4), did a subsurf x2, fine-fit the skirt to V4 (still half-model). Duplicated the half-shell, mirrored and stitched it together with the original. Created the belt area and assigned a separate material to it (which Poser recognizes!! woohoo).
Created the folds in the skirt by highlighing a strip of vertices, and using porportional editing (O Key) but not doing a grab but a rotate with the cursor as the fulcrum at the top of the fold region. Seemed to work okay.
The skirt has some coarse folds. Not too many vertices involved. Tighter curves or folds would require additional geometry. Haven't quite figured out how to generate higher-vertex count geometry in a region (possibly with the knife tool, but it looks labour-intensive).
Created seams, and then did a UV map, which I exported to a TGA file for future use. That was dead easy to do in Blender. UV editing is pretty straightforward in Blender or so it seems to me.
Exported my Wavefront .obj file.
In Poser 7 (best investment I've made was upgrading to 7--a much better product than Poser 6!) I loaded V4, imported my .obj file with all options un-ticked.
I'm not saying this is the way to do it - this was the way I did it. If anyone has any light to shed on things, feel free.
I bought the original Wardrobe Wizard and wasn't any too enchanted with it, initially--probably wasn't doing it right, but the modified clothing looked trashed. Have since purchased PhilC's WW2... again, a dramatically improved product! That Sandy Blouse was converted from V3... looks like it was made for V4. I was so impressed with this that I went and bought PhilC's OBJ2CR2 conversion tool. The first time I used it, I ran into a few dramas--my obj file had a few single dimension polygons--which he very promptly sorted for me. Phil's a bloody genius, he is! Since then, it's worked a treat.
So, no more struggling with skeletons and that hideous setup room. I've spent hours in there, and came out with... well, delicacy forbids expressing what I can out with.
So, there ya have it, folks. I'm seriously looking at Silo 2 - heard some good things about it. If any of you developers could find it in your heart to share a trade secret or two on wrinkles and folds... my gratitude would know no end!
Comments (6)
juca
Perfect lighting and rendering!! I love her!!! Great words!!
bmw1974
Great Image.........Well Done
matrix03
yes, modelling is a lot of work! I tried to model a pair of pants for V4 and they looked ok in hex, but when I imported into poser they didn't work right. there's a lot more to it than most people realize.
MedicineBird
Wonderful Work Here my Friend, And a Great Looking Outfit and Character...
kobaltkween
i think this is a very cute pose, and a very cute skirt! the blonde hair really goes with the neutral and business like tones of her clothes. and thanks for sharing your process. here's what i've got as a tentative process for making circular skirts in Blender 2.49 1. Make a "circle" with 6 or 8 sides (i forget which worked best now, d'oh!). 2. Make a hole in the center for the waist. 3. Use a subsurf modifier to round out the circle. Apply the subsurf. 4. Fit the waist to the figure (proportional editing helps). Create a "pinned" vertex group of those same waist vertices. 5. Extrude and scale the outer edge to make a (flat) hem. 6. UV map the skirt. 7. Give the skirt and the hem separate materials. 8. Run a cloth sim in Blender to let the skirt fall. 9. Extrude upward at the waist to make a band. 10. UV map those faces. Give it a separate material. 11. Sculpt and tweak to finalize the shape. 12. Add thickness to the hem and waistband. for a fitted skirt like this one, it would be different, but similar in its use of the cloth sim and early UV mapping. message me if you'd be interested in more information. it's an adaptation of a way of making clothes Adorana posted at RDNA and bagginsbill likes because it makes clothes that take his shaders properly.
mistressotdark
I havent' tried making clothing yet or blender that much for that matter..cool work..perhaps one day I will try