i can somone please help me with md i want to make this collar

lasagnamanlasagnaman Posts: 1,001

but i dont know where to start   i keep trying but i cant do it does anyone no please can somone help me with this

i am using marvelous designer 8    this is the pic

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Comments

  • Roman_K2Roman_K2 Posts: 1,239

    Not familiar with MD8 but the collar on this item in the DAZ store is pretty close: https://www.daz3d.com/urban-college-guy-fashion-for-genesis-2-male-s

  • lasagnamanlasagnaman Posts: 1,001

    yeah iam going to make my own jacket but the collar is very tricky to make

     

  • Roman_K2Roman_K2 Posts: 1,239
    Have you made models of clothing before? I know that there are fairly advanced tutorials for making a garment using Hexagon... again it is not beginner stuff. If your aim is a one-off, still picture like a head and shoulders portrait the perhaps you could get away with modelling only the collar. If you are making an animation though, and a main character wears this type of jacket then you will of course require the whole thing to be 3D.
  • Seven193Seven193 Posts: 1,080
    edited July 2019

    Jackets have the appearance of volume, as opposed to something like a T-shirt, so I would say this is for advanced users.

    But, if you don't care about volume, I would just create a rectangle, curve the ends, and stitch one side into the jacket collar. If you want a puffy collar, then you'll have to take two rectangles and stitch them up, like a pillow.

    Post edited by Seven193 on
  • Roman_K2Roman_K2 Posts: 1,239
    edited July 2019

    Volume is an important word here.

    Here is a quick attempt to start to make a model of a collar using Hexagon. First I made a sort of "C" shaped polyline and I used the Sweep Line tool or feature to sort of extrude polygons out sideways or edgewise from the "C".  The red arrow suggests the path that I took as I imagined the neck of the jacket in my mind's eye.

    Second screenshot shows a different view of the same thing, more or less.

    Do you want me to try and close it off at least a bit, and apply smoothing and a knitted (say) fabric shader in DS? Beginners should note that this would be a static model; I won't be incorporating nodes or insertion points for rigging or morphs or any advanced (I assume!) features like that.

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    Post edited by Roman_K2 on
  • Roman_K2Roman_K2 Posts: 1,239

    The good news is that this tends to get better, every time you try it. smiley

    Here, I started off with a fresh outline shape that was more like an ear or some sort of letter "G" - with more points along the line. Notice how I flared out a bit around the base of the neck, as per the sample jacket, and then I took it almost all the way back up to the top, leaving a gap of a single row of square-ish shaped polys along the inner surface of the collar.

    Although I am above average at plasticene and things like a potter's wheel, working on a laptop is not easy for me and I actually find this very hard to do, even after I've had time to think about it, and to design or pre-plan some sort of logical approach to the problem. sad

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  • lasagnamanlasagnaman Posts: 1,001

    nah thats ok my friend ty so much for trying  

    see what it is i only use marvelous designer to make my clothing 

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  • lasagnamanlasagnaman Posts: 1,001

    but i think i actually figured it out  this is what i got when i was done  what do you think 

     

  • lasagnamanlasagnaman Posts: 1,001

    actually this one looks alot better i saw the mistakes i made and fixed it 

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  • Roman_K2Roman_K2 Posts: 1,239

    Well, you certainly managed to give it volume so congrats on that... except for the collar I guess... you seem to have lost a lot of volume. And the original collar was round, not a v-neck sort. Even the Genesis jacket in the store, that I mentioned, had a rounder collar.

    I'm still working on getting a better collar shape, and then I'm trying to avoid having to do individual segment extrudes by giving the shape a single bend (using the Bend tool in Hexagon). I got some nice knitted examples done earlier but now my shaders (by JenGreenlees) have blown up for some reason... I may have to ask her for pointers on what I might be doing wrong.

    The next issue that cropped up here at my end is that the flaring at the base of the collar got inverted: I've now got it on the INSIDE for some reason.

    Perhaps jackets are lighter in southern climes, or you don't need one, but up here in the NE they are usually thicker around the collar. I concede that I have been leaning towards a "taller" thicker collar, perhaps even subconsciously. Oh, well. Got to try and figure out why everything is haywire at this end.

    The original jacket had prominent knitted cuffs -- rather like my shape, heh -- and the waist fits snugly.

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  • Roman_K2Roman_K2 Posts: 1,239

    actually this one looks alot better i saw the mistakes i made and fixed it 

    Yeah practice makes for perfect in this game! laugh  Maybe some leather or knit/heavy fabric shaders on the sleaves, to cut down on the wet vinyl look, sort of thing?

    Also I wanted to concede the point that if it was indeed a girl wearing the first jacket then the fit might be a bit awkward, yeah.

  • lasagnamanlasagnaman Posts: 1,001

    here it is now with school patches added 

    varsity jacket with patches .jpg
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  • lasagnamanlasagnaman Posts: 1,001

    ahh much better sleeves look more like leather now 

    varsity jacket with patches .jpg
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  • Seven193Seven193 Posts: 1,080
    edited July 2019
    The one thing I dislike about MD has to do with symmetry. I haven't found a good way to get a piece of clothing that is supposed to be symmetrical to look perfectly symmetrical after running a physics simulation. Even the geometry is not symmetrically triangulated when exported, so it would be messy if tried to slice the clothing in half and mirror it afterwards.

    I mean, you can tell the difference between clothing made in a modelling program vs MD. A modelling program creates clean edge loops, and the clothing is perfectly symmetrical, while MD doesn't.

    Post edited by Seven193 on
  • lasagnamanlasagnaman Posts: 1,001

    so your saying mine didnt come out good its the software i know how to use and i think it came out great i workedveryhard ont this 

     

  • lasagnamanlasagnaman Posts: 1,001

    but i think i know what you mean  whatever people are comfortable with

    i saw tutorials onyoutube and thats how i got into md 

    mabe you should take the course i took 

    its a great software if you know how to use it 

     

  • Seven193Seven193 Posts: 1,080
    edited July 2019

    I'm commenting about my own experience using MD.  MD doesn't give you perfectly symmetrical clothing because of its physics simulation.  That's only possible using a modelling program.  Yes, it lets you create clothing with zero modelling experience, but I still have issues with it.

    Post edited by Seven193 on
  • lasagnamanlasagnaman Posts: 1,001
    edited July 2019

    thanks for your help roman i appreciate it very much

    Post edited by Richard Haseltine on
  • lasagnamanlasagnaman Posts: 1,001

    thats the pic i was going by  it looks like the sleeves are the same height 

    to me

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  • Roman_K2Roman_K2 Posts: 1,239

    No problemo. Just sayin'. I know the sleeves would eventually sag a bit, esp. if the sleeves are leather, but on the sample there two white stripes visible. Only one on the girl's jacket. No biggie - just sayin'. The collar looks better, that's for sure.

    I wonder if the letter "R" should be on more of a flat, sloping plane though. I'm not sure if the "folds" where the letter R is (say) add anything of value to the picture. Again just musing; for me having text of any type undulate on the fabric covering a human torso is a challenge.

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