Looking for TORN PANTS / JEANS or SHIRT for M3, M4 or M5...
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PLEASE do not suggest using transparencies or MATs on existing pants. I already know how to do this.
I'm looking for torn pants that actually have the torn edges as part of their geometry. Preferably with parameters for flair, curl, etc.
I'm going to be working on a zombie character and would really like to get some cool torn clothing effects without having to do it all in post work. A matching shirt or best would be awesome.
Any good products out there? If I can find the outfit, I can fill it with the appropriate man. For that matter, I could use David or even P4.
Any help or suggestions would be greatly appreciated.
Mike
Post edited by mmitchell_houston on
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RDNA has shipwrecked pants by Evil Innocence in their Real Deals. They have versions for M4, V4 and a couple of other figures.
You might want to look at the Rag-Erator for Poser or DS. These scripts can create tattered clothing.
http://www.daz3d.com/marieah
PLEASE do not use BIG RED LETTERS to yell at people if you are trying to inspire people to take time out of their busy schedule to help you.
Dirty Demin is one set you might want to look at. It may use transparencies though, which won't help you. I haven't used the jeans yet.
Transmapped may be the option you'll find most, because it's the easiest. Tiny little fringes and cuts can be a PITA to model.
They're transmaps. Although I would argue they're pretty detailed ones. ;)
You're not going to find many "really torn" pants because there's no way to do realistic fraying in mesh only without an unreasonably high polygon count (speaking as one who is fond of making torn and dirty clothing).
The Mr Hyde character, sold here comes with ragged jeans.
Also transmapped.
I am not a modeller, but I would assume that actually modelling a torn edge would add a whole lot of polys to the model, and may be far less useful because of that.
What might be possible is modelling the big element (individual flaps of fabric), and then using transmaps to add the fine detail (fraying, odd curls of fabric). However, I'm not sure how many such items there are - as Chohole notes they'd be less flexible (you can fairly easily change a transmap to have two figures in differently ripped clothing, but a fresh model would be a much larger undertaking).
Sorry, but have to agree with others... full mesh sculpted details like that would be hundreds of thousands of polys, and working movement morphs for all the loose ends would be a nightmare, not to mention needing a supercomputer, presuming to be used in scene with other similar models...
It might not sound great right now, but road of least resistance would be to use products that are pre-transmapped (some already mentioned in thread)... that way, you don't need to make the transmaps yourself (unless you want something unique to your work) and if you're talking about commercial quality artwork, postwork is actually par for the course anyway.