Let’s Make Clothing! Tutorial thread. Shoes too!

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Comments

  • patience55patience55 Posts: 7,006
    edited December 1969

    The cloak idea intrigued me ... so I've been working on a shawl for Genesis.

    Couple of things discovered:

    1. if planning to uvmap a circular shawl type figure in Hexagon, uvmap it while it's flat. Smooth it all you plan to. Update the uvmap.

    2. Now one can 'cut out' face normals and the uvmap is still fine.

    3. Use the tools as you would for morphing to shape the clothing item over Genesis. Work on keeping the CheckterT looking fairly decent.

    4. Delete Genesis. Import out the shawl type clothing item.

    Then in D/S4.0 [I don't know if this is an issue in 4.5] while making the clothing item, save it too.
    Some advice indicates that after making the clothing to delete Genesis and continue working on the bones, weight mapping, etc. And that part is fine. BUT. Save it BEFORE reintroducing Genesis to apply 'fit to'. Will crash D/S4.0 ... repeatable issue over here. One needs to empty the scene [re-open D/S], load Genesis, then load the new clothing item and carry on.

    The other oddity I noticed is that for such an item, only one arm is complete in a bone transfer. So, yes one definitely has to add some more bones. And in adding any bones ... one has to also apply 'weights' to these bones or this is what will happen ....

    ghostybones.jpg
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  • patience55patience55 Posts: 7,006
    edited December 1969

    Well I'm going to add this in here for the day when the posts are not on the same page!

    Great tut for making a boot! by Joequick and RAMWolff.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited February 2013

    Considering I added thickness to my cloak (to give it a lining) UV mapping while is was still a flat disk wouldn't have been an option.

    Post edited by Tramp Graphics on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Considering I added thickness to my cloak (to give it a lining) UV mapping while is was still a flat disk wouldn't have been an option.

    No it wouldn't have unless you thickened the flat disk and, hmm ... well that would be interesting if it could be adjusted.
    Thickening mesh auto-removes any uvmapping, as does the 'undo' action at times.

    I'm rather curious how your uvmap turns out or do you use another program for that?

    If in adding thickness to the cloak makes for too many problems with morphs and smoothing actions in D/S, there's also a way to add mat zones to both sides of a one layer mesh using the shader mixer options. I think the thread was somewhere in the Commons.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited March 2013

    Considering I added thickness to my cloak (to give it a lining) UV mapping while is was still a flat disk wouldn't have been an option.

    No it wouldn't have unless you thickened the flat disk and, hmm ... well that would be interesting if it could be adjusted.
    Thickening mesh auto-removes any uvmapping, as does the 'undo' action at times.

    I'm rather curious how your uvmap turns out or do you use another program for that?

    If in adding thickness to the cloak makes for too many problems with morphs and smoothing actions in D/S, there's also a way to add mat zones to both sides of a one layer mesh using the shader mixer options. I think the thread was somewhere in the Commons.I don't know how to do that. I don't even think I have"Shader Mixer" unless it's built in to Daz 4.0 Pro as a standard feature. I've certainly never used it. I only use pre-made shaders.

    As for UV mapping. I do that all in Hexagon, and use my UV map to set my Material zones.

    Post edited by Tramp Graphics on
  • patience55patience55 Posts: 7,006
    edited March 2013

    Yes it's built in ... I haven't mastered it either and I'm hoping somebody releases some free samples for us to play with.

    If you've mastered 'pinning' in Hexagon, I'd love some instructions!

    window_tabs_Shader_Mixer.png
    800 x 427 - 69K
    Post edited by patience55 on
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Yes it's built in ... I haven't mastered it either and I'm hoping somebody releases some free samples for us to play with.

    If you've mastered 'pinning' in Hexagon, I'd love some instructions!

    Mastered pinning? Hardly. I only use pins when I need to, and even then, I'm not always successful in getting things exactly as I want. It takes a lot of trial and error.
  • patience55patience55 Posts: 7,006
    edited December 1969

    Think I got 'pins' to work "once" ... when I was trying to show somebody that it doesn't work lol ...

    Okay ... this is the thread that covers the shader-mixer use for double-sided face texturing.
    http://www.daz3d.com/forums/discussion/15484/#231276

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Think I got 'pins' to work "once" ... when I was trying to show somebody that it doesn't work lol ...

    Okay ... this is the thread that covers the shader-mixer use for double-sided face texturing.
    http://www.daz3d.com/forums/discussion/15484/#231276

    :ohh: Now if only I understood any of that, we'd be golden. :ohh:

  • patience55patience55 Posts: 7,006
    edited December 1969

    I hear ya! Nice to know it is possible though.

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Does that get around the limitation of flipped normals in UberEnvironment lighting? I think most people who've been at it a while use Uber for fill mixed with other lights, but still, you're going to get discoloration, right?

  • patience55patience55 Posts: 7,006
    edited December 1969

    Does that get around the limitation of flipped normals in UberEnvironment lighting? I think most people who've been at it a while use Uber for fill mixed with other lights, but still, you're going to get discoloration, right?

    Says the grand expert for 'quick renders, who needs lights' ... gee I don't know. From what I've read I didn't see any information regarding discoloration but yes to having some issues with reflections.

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Great find there! :-)

  • patience55patience55 Posts: 7,006
    edited December 1969

    Not going to try and upload tons of pics during March Madness sale. I put some together in a .pdf file available here:
    http://www.sharecg.com/v/67857/view/3/PDF-Tutorial/Making-Uniforms---Take-Two

    It's the same startersuit as before but this time I'm starting with a workable uvmap. Whether or not it'll keep to the end, only time will tell ;-)
    I did discover how to pin this, YES!

    May be a typo or 2 but it's now or never so hope it's understandable.
    Cheers.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Getting back to the uniforms ... made a stab at number 1.

    As it takes quite a few steps to get the shoulder pad area discovered and I rather suspect some people are business with work and family. I made a copy of the shoulder pad area to use as a helper tool. These are NOT for anything else! The idea is to match them up with your copy of the starter suit by Joequick and ... follow the tutorial :-) One will still have some "fine tuning" work to do, but it's a start.

    http://www.sharecg.com/v/67965/view/3/PDF-Tutorial/Using-the-Shoulder-Pad-aids

    http://www.sharecg.com/v/67966/view/5/3D-Model/Shoulder-Pad-aids

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited March 2013

    Well, I finally have my cloak UV mapped and ready to be exported as an object to send to Daz. Now the big question:

    HOW THE HECK TO I RIG THIS THING?!!!!!!

    Cloak-07.jpg
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    Cloak-06.jpg
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    Cloak-05.jpg
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    Post edited by Tramp Graphics on
  • patience55patience55 Posts: 7,006
    edited March 2013

    Well, I finally have my cloak UV mapped and ready to be exported as an object to send to Daz. Now the big question:

    HOW THE HECK TO I RIG THIS THING?!!!!!!

    Wow! I was wondering how it was going.

    I hope you saved the project "twice" and exported out the file for safe keeping.

    Uvmapped, shading domains, check. Okay ...

    How to rig it. Well one starts with it on Genesis and use the transfer utilities, no template [none that I'm aware of], and apply smoothing.

    If you've purchased any of the other cloaks for Genesis, wouldn't hurt to take a look at them for ideas.

    As far as I know, you'll need to keep the Pelvis* bone up ... possibly through to the neck and collar bones. Maybe the upper arms too.
    The rest would be deleted and replaced with new bones that would require weight mapping.

    * = so it will morph correctly with Genesis.

    Post edited by patience55 on
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited March 2013

    Well, I finally have my cloak UV mapped and ready to be exported as an object to send to Daz. Now the big question:

    HOW THE HECK TO I RIG THIS THING?!!!!!!

    Wow! I was wondering how it was going.

    I hope you saved the project "twice" and exported out the file for safe keeping.

    Uvmapped, shading domains, check. Okay ...

    How to rig it. Well one starts with it on Genesis and use the transfer utilities, no template [none that I'm aware of], and apply smoothing.

    If you've purchased any of the other cloaks for Genesis, wouldn't hurt to take a look at them for ideas.

    As far as I know, you'll need to keep the Pelvis* bone up ... possibly through to the neck and collar bones. Maybe the upper arms too.
    The rest would be deleted and replaced with new bones that would require weight mapping.

    * = so it will morph correctly with Genesis.I've already run the transfer utility, but no smoothing. I typically do that only when necessary because of poke-through. The only other cape or cloak I have is the Marquis cape, and it's a straight conforming cape. I only use it because I don't have the right cloak (hence this project). As for saving. I've got the original Hexagon "master" file and the object file. My real question is how do you make and/or add new bones/handles?

    And, it's the hip bone, not the pelvis that needs to be maintained. It's the main bone upon which all others extend from. And yes, I do plan to keep the neck and collar bones too.
    Now, should I save a DSF file before I continue rigging, or wait until after it's fully rigged?

    Post edited by Tramp Graphics on
  • ThalekThalek Posts: 318
    edited December 1969

    Save first, so you have a backup if things go wrong.

    I hope this becomes available to us Poser people too, someday.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Sorry. I'm using 4.0, not 4.5 so I don't have the option of creating "Dson" conversion. Who knows though. If Daz does accept this for the Daz store, perhaps they'll do that part of it.

    Now, On to the big question for Patience or anyone else in the know. I've just started making the new bones, starting with the Front-right bone set. but need to mirror them exactly to create symmetrical rigging for the left and right sides. There will be nine bone groups, of five bones each: Front-left, Left-front, Left, Back-left, Back, Back-right, Right, Right-front, Front-right. All of them, except Back need to be left-right symmetrically mirrored. How do I do that?

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Sorry. I'm using 4.0, not 4.5 so I don't have the option of creating "Dson" conversion. Who knows though. If Daz does accept this for the Daz store, perhaps they'll do that part of it.

    Now, On to the big question for Patience or anyone else in the know. I've just started making the new bones, starting with the Front-right bone set. but need to mirror them exactly to create symmetrical rigging for the left and right sides. There will be nine bone groups, of five bones each: Front-left, Left-front, Left, Back-left, Back, Back-right, Right, Right-front, Front-right. All of them, except Back need to be left-right symmetrically mirrored. How do I do that?

    Rig the one side. Then choose right-click with the Bone tool up and choose edit--mirror joints.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Well, I finally have my cloak UV mapped and ready to be exported as an object to send to Daz. Now the big question:

    HOW THE HECK TO I RIG THIS THING?!!!!!!

    Wow! I was wondering how it was going.

    I hope you saved the project "twice" and exported out the file for safe keeping.

    Uvmapped, shading domains, check. Okay ...

    How to rig it. Well one starts with it on Genesis and use the transfer utilities, no template [none that I'm aware of], and apply smoothing.

    If you've purchased any of the other cloaks for Genesis, wouldn't hurt to take a look at them for ideas.

    As far as I know, you'll need to keep the Pelvis* bone up ... possibly through to the neck and collar bones. Maybe the upper arms too.
    The rest would be deleted and replaced with new bones that would require weight mapping.

    * = so it will morph correctly with Genesis.

    I've already run the transfer utility, but no smoothing. I typically do that only when necessary because of poke-through. The only other cape or cloak I have is the Marquis cape, and it's a straight conforming cape. I only use it because I don't have the right cloak (hence this project). As for saving. I've got the original Hexagon "master" file and the object file. My real question is how do you make and/or add new bones/handles?

    And, it's the hip bone, not the pelvis that needs to be maintained. It's the main bone upon which all others extend from. And yes, I do plan to keep the neck and collar bones too.
    Now, should I save a DSF file before I continue rigging, or wait until after it's fully rigged?

    Feel free to post screen shots! Would love to see this being developed.


    hip / pelvis ... hmmm ... both in the same general area, could be that it depends upon the clothing item being rigged.

    I save out files before they are finished. Best way to back them up and not lose details that I know of.
    I recall moving end joints around and aligning the nodes ... and memorizing the structure ... and saving the file either by overwrite or under new names.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Back to Uniforms ... Uniform One, the Zipper!

    http://www.sharecg.com/v/68002/view/3/PDF-Tutorial/Making-Uniforms---The-Zipper

    Or more accurately, the zipper cover ... not making teeth ;-) [have to save something for the texture makers]

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Sorry. I'm using 4.0, not 4.5 so I don't have the option of creating "Dson" conversion. Who knows though. If Daz does accept this for the Daz store, perhaps they'll do that part of it.

    Now, On to the big question for Patience or anyone else in the know. I've just started making the new bones, starting with the Front-right bone set. but need to mirror them exactly to create symmetrical rigging for the left and right sides. There will be nine bone groups, of five bones each: Front-left, Left-front, Left, Back-left, Back, Back-right, Right, Right-front, Front-right. All of them, except Back need to be left-right symmetrically mirrored. How do I do that?

    Rig the one side. Then choose right-click with the Bone tool up and choose edit--mirror joints.I tried that. It didn't work, and actually screwed up the bones I had. I'm not sure what I did wrong though. I selected the five new bones, went to Edit>mirror joints>right to left, hit accept, but no new bones were created off the left collar. All it did was screw up the bone order changing Bone one into bone two, bone two into bone one, bone three into bone whatever, bone four into bone five, etc. I had to delete them, and start over. Luckily I only had those five bones in place, not the full right half of the cloak.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Well, I finally have my cloak UV mapped and ready to be exported as an object to send to Daz. Now the big question:

    HOW THE HECK TO I RIG THIS THING?!!!!!!

    Wow! I was wondering how it was going.

    I hope you saved the project "twice" and exported out the file for safe keeping.

    Uvmapped, shading domains, check. Okay ...

    How to rig it. Well one starts with it on Genesis and use the transfer utilities, no template [none that I'm aware of], and apply smoothing.

    If you've purchased any of the other cloaks for Genesis, wouldn't hurt to take a look at them for ideas.

    As far as I know, you'll need to keep the Pelvis* bone up ... possibly through to the neck and collar bones. Maybe the upper arms too.
    The rest would be deleted and replaced with new bones that would require weight mapping.

    * = so it will morph correctly with Genesis.

    I've already run the transfer utility, but no smoothing. I typically do that only when necessary because of poke-through. The only other cape or cloak I have is the Marquis cape, and it's a straight conforming cape. I only use it because I don't have the right cloak (hence this project). As for saving. I've got the original Hexagon "master" file and the object file. My real question is how do you make and/or add new bones/handles?

    And, it's the hip bone, not the pelvis that needs to be maintained. It's the main bone upon which all others extend from. And yes, I do plan to keep the neck and collar bones too.
    Now, should I save a DSF file before I continue rigging, or wait until after it's fully rigged?

    Feel free to post screen shots! Would love to see this being developed.


    hip / pelvis ... hmmm ... both in the same general area, could be that it depends upon the clothing item being rigged.

    I save out files before they are finished. Best way to back them up and not lose details that I know of.
    I recall moving end joints around and aligning the nodes ... and memorizing the structure ... and saving the file either by overwrite or under new names.

    I have a WIP thread over in the Hexagon Discussion forum. And for Genesis, and Genesis clothes, the HIp is always the main parent bone from which all others are children of.

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Sorry. I'm using 4.0, not 4.5 so I don't have the option of creating "Dson" conversion. Who knows though. If Daz does accept this for the Daz store, perhaps they'll do that part of it.

    Now, On to the big question for Patience or anyone else in the know. I've just started making the new bones, starting with the Front-right bone set. but need to mirror them exactly to create symmetrical rigging for the left and right sides. There will be nine bone groups, of five bones each: Front-left, Left-front, Left, Back-left, Back, Back-right, Right, Right-front, Front-right. All of them, except Back need to be left-right symmetrically mirrored. How do I do that?

    Rig the one side. Then choose right-click with the Bone tool up and choose edit--mirror joints.

    I tried that. It didn't work, and actually screwed up the bones I had. I'm not sure what I did wrong though. I selected the five new bones, went to Edit>mirror joints>right to left, hit accept, but no new bones were created off the left collar. All it did was screw up the bone order changing Bone one into bone two, bone two into bone one, bone three into bone whatever, bone four into bone five, etc. I had to delete them, and start over. Luckily I only had those five bones in place, not the full right half of the cloak.

    Versioning is important when you've got complex rigging in process. Do half, save to library as ItemNameA, then try again the opposite of the way you did this time. This way you can reload your progress from library if there are further problems.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Sorry. I'm using 4.0, not 4.5 so I don't have the option of creating "Dson" conversion. Who knows though. If Daz does accept this for the Daz store, perhaps they'll do that part of it.

    Now, On to the big question for Patience or anyone else in the know. I've just started making the new bones, starting with the Front-right bone set. but need to mirror them exactly to create symmetrical rigging for the left and right sides. There will be nine bone groups, of five bones each: Front-left, Left-front, Left, Back-left, Back, Back-right, Right, Right-front, Front-right. All of them, except Back need to be left-right symmetrically mirrored. How do I do that?

    Rig the one side. Then choose right-click with the Bone tool up and choose edit--mirror joints.

    I tried that. It didn't work, and actually screwed up the bones I had. I'm not sure what I did wrong though. I selected the five new bones, went to Edit>mirror joints>right to left, hit accept, but no new bones were created off the left collar. All it did was screw up the bone order changing Bone one into bone two, bone two into bone one, bone three into bone whatever, bone four into bone five, etc. I had to delete them, and start over. Luckily I only had those five bones in place, not the full right half of the cloak.

    Versioning is important when you've got complex rigging in process. Do half, save to library as ItemNameA, then try again the opposite of the way you did this time. This way you can reload your progress from library if there are further problems.But why didn't "Mirror Joints" work the way it was supposed to? Why'd it screw up the bones I already did instead of mirror them on the left side like it was supposed to?

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Sorry. I'm using 4.0, not 4.5 so I don't have the option of creating "Dson" conversion. Who knows though. If Daz does accept this for the Daz store, perhaps they'll do that part of it.

    Now, On to the big question for Patience or anyone else in the know. I've just started making the new bones, starting with the Front-right bone set. but need to mirror them exactly to create symmetrical rigging for the left and right sides. There will be nine bone groups, of five bones each: Front-left, Left-front, Left, Back-left, Back, Back-right, Right, Right-front, Front-right. All of them, except Back need to be left-right symmetrically mirrored. How do I do that?

    Rig the one side. Then choose right-click with the Bone tool up and choose edit--mirror joints.

    I tried that. It didn't work, and actually screwed up the bones I had. I'm not sure what I did wrong though. I selected the five new bones, went to Edit>mirror joints>right to left, hit accept, but no new bones were created off the left collar. All it did was screw up the bone order changing Bone one into bone two, bone two into bone one, bone three into bone whatever, bone four into bone five, etc. I had to delete them, and start over. Luckily I only had those five bones in place, not the full right half of the cloak.

    Versioning is important when you've got complex rigging in process. Do half, save to library as ItemNameA, then try again the opposite of the way you did this time. This way you can reload your progress from library if there are further problems.But why didn't "Mirror Joints" work the way it was supposed to? Why'd it screw up the bones I already did instead of mirror them on the left side like it was supposed to?

    Please don't be offended, but from your post, I think you might have gotten the mirror command inverted. If you rigged the left side you should choose left to right, and if you rigged the right you should choose right to left.

  • patience55patience55 Posts: 7,006
    edited December 1969


    ... edit ...
    I have a WIP thread over in the Hexagon Discussion forum. And for Genesis, and Genesis clothes, the HIp is always the main parent bone from which all others are children of.

    Okay except that people looking for rigging info don't usually go to the Hexagon thread.

    My point in bringing up anything about the required bones was simply to be sure that you knew to use more than just the collar and shoulder bones.
    Re: ...edit ... would need to be rigged to the collar at the very least, but to no more than the shoulder bones, and then use handles and morphs for the rest, neither of which I have any experience with.
    ... edit ...

    As a professional indicated the necessity for a pelvis bone so that clothing would follow through with the figure morphs* for Genesis, arguments to the contrary will only prove valid if it is omitted and the garment works. And if it does, wonderful. If it doesn't, put it in ;-)

    * not referring to the 'fit to' but the changing in line with Genesis from full height down to child, thin, proper or heavy weight.


This discussion has been closed.