My attempt to create clothes in Blender using SinckleYeld´s tutorial

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Comments

  • ToyenToyen Posts: 1,888
    edited December 1969

    Hey there guys thanks a lot for reply I´ll look into that when I´m finished texturing the jeans which might actually be the hardest thing ever. All the time I´m like "WHY THE HELL DID I PLACE A SEAM HERE?! WHAT THE HELL WAS I THINKING..." So I´m coming back fixing the UV map and then making textures from jeans I just took a photo of, I´d really need a clear sample of the denim fabric without the pockets on it yet to texture the base : D Its a struggle but maybe I can do it.

  • ToyenToyen Posts: 1,888
    edited December 1969

    Here they are.......tried my best. This was probably the hardest thing to texture so far. Now I know why theres so many dresses but hardly ever any jeans pants for genesis : D
    I´m having trouble making the buttons look sort of metallic though. Trying out the basic Daz Shaders editing them but cant seem to get that look.

    By the way, that render took almost 2 hours, those uber area lights really take a lot of time to render. Because without these it only takes a few minutes.

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  • ToyenToyen Posts: 1,888
    edited December 1969

    Hey everyone, I´m getting desperate with the shirt : D Not only will I have to do all the FBMs again but, I cant seem to get it right when it comes to creating JCMs for clothing. I was trying to follow this tutorial. http://docs.daz3d.com/doku.php/public/publishing/adding_jcm_clothing/start

    But its not working for me. After weight mapping the breast area, the buttons work pretty well in most poses but in some extreme cases however (Like pose 09), there is a geometry poke through (see picture). And I was hoping I could fix it by creating a JCM.

    So I exported posed genesis and the shirt, fixed the shirt in my modeler, and exported it naming it JCMPose09. I didnt know what to name it since poses dont have their name like FBMs do and the tutorial said "save it as a JCM morph" so I named it JCMPose09.

    Then I loaded Morph Loader Pro, I set the Reverse Deformations to Yes just like the tutorial said and ran morph loader.

    It said the morph was loaded successfully but there is no difference. The geometry is still the same. Can anybody help please?

    I have been trying to fix this issue with weight painting but its not helping, this is as good as the weight painting gets I guess so I have to make a correction morph of some sort.

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  • Richard HaseltineRichard Haseltine Posts: 100,990
    edited December 1969

    Having a JCM for a single pose won't really work - you really need to identify the rotations that are causing the issues and create any JCMs one per rotation. The other, probably simpler, option is some non-automatic adjustment morphs for the buttons so that when things go wrong users can fix them.

  • ToyenToyen Posts: 1,888
    edited December 1969

    Hello Richard and thanks for your reply! I have no experience creating a non-automatic adjustment morph and I have no idea how it behaves but I have a guess.

    If I manage to create a non-automatic adjustment morph for the problematic part of the clothing, will then after dialing it in that part move to create a better result? In this case further away from the shirt to prevent the overlapping of geometry?
    Or did i get it completely wrong?

    Also I don´t know where to start, I found this guide by you http://www.daz3d.com/forums/discussion/17277/ called adjusting auto morphs for additional bones but I dont think it applies to my problem as there are no additional bones that affect the problematic area.

    Then I found this http://docs.daz3d.com/doku.php/public/publishing/adjust_autogen_morphs/start which is called Adjust Auto Generated Morphs, is that what you meant?

  • Richard HaseltineRichard Haseltine Posts: 100,990
    edited December 1969

    No, I just meant a regular morph that is used for adjusting the position of the buttons (instead of, say, changing their size or shape0. So you could have a morph that moved a button left and right, in and out or up and down (since it's a straight line you can use a single morph for each pair and allow positive and negative values), or a morph to make the buttons loner or shorter to compensate for any squeezing, or a morph to slightly rotate the button (only slightly as morphs can't really do rotations). Just look at the distortions you are getting and decide which modifications are likely to be useful.

  • ToyenToyen Posts: 1,888
    edited December 1969

    I see, and should I create the morph in the modeler (like scale the buttons down for example and then load it via morph loader as a new morph) or should I use D-former?

    Although, its not really the buttons I´m having problems with (but it could be useful for the buttons as well), its the lining geometry that is kind of overlapping as you can see in the picture.

    The best option to fix that would also be create a morph in my modeler for that area so it could be manipulated with? Kind of like I tried to rig the zipper via morphs way back when I was creating that purple dress. The morph that only looks best at 0% and 100%, is that the kind of morph you mean?

    Sorry for all the questions I ask all the time, I´m still kinda new and learning : D : )

  • Richard HaseltineRichard Haseltine Posts: 100,990
    edited December 1969

    Yes, they are just regular morphs so you create and load them as you would any others.

  • ToyenToyen Posts: 1,888
    edited August 2014

    I managed to create 3 fix morphs and they work pretty well, thanks a lot! Now I´m creating all the FBMs again and I wonder, does it ever happen to u that u have to create like 20 of them for one figure until it finally fits? Like in the modeler, the geomtry is fine and there is no overlapping but then u load the morph into daz and the geometry is overlapping and does not look like the same as it look like in the modeler.

    Edit: Oh I think I found what the problem was. After changing the Smoothing Type to Generic, the custom FBMs fit waaaay better!

    Post edited by Toyen on
  • Richard HaseltineRichard Haseltine Posts: 100,990
    edited December 1969

    Yes, smoothing can fight morphs - it's one reason to try to avoid it if possible (the other big one is that it isn't supported by the DSON Importer for Poser).

  • ToyenToyen Posts: 1,888
    edited December 1969

    It fixes most problems but still sometimes the geometry of the new FBM is overlapping even though it didnt in the modeler and I have no idea how to fix that other than use the fix morph for that area which I have created. I think the next time, I´ll try to create details like this with displacement maps because details that are actual geometry give too many headaches : D

    Anways, if I want the item to work in Poser as well I better avoid using generic smoothing?

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Good to see stuff, lots of cool stuff. Metallic stuff is difficult to get, because of the gloss and reflection, not just the texture. If there is no environment, even a metal texture done correct, won't look it. I keep getting metallic stuff looking like polished concrete, and vise verse.

    Well I need to grab my multimeter and crawl under my brother's truck, chat later, and keep up the excellent work. Those Jeans look good by the way.

  • ToyenToyen Posts: 1,888
    edited December 1969

    Hey there Zarcon! Thanks I tried my best but I guess I wont be dong anymore jeans in near future as they were really hard to texture : D I´m getting to the end of my FBM marathon, some FBMs still refuse to work which sucks but luckily I got plenty of them working. I got the buttons look somehow shiny using the basic daz shaders and I guess its as good as it gets right now.

  • ToyenToyen Posts: 1,888
    edited August 2014

    Hey there everyone! Anybody has any suggestions how to fix the minor geometry problem in he shoulder area? I spent some time in the weight map editor trying to figure this out with no luck.

    Edit: Smoothing the different weights seemd to help a bit : )

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    Post edited by Toyen on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    All I can think of is that bit about making sure the midpoint is a strait line and on the center-line of the figure before mirroring. I don't think that was literal tho, centered and straight as viewed from the front and following the contour of the figure. I need to look at that tutorial again, as it mostly went over my head.

  • ToyenToyen Posts: 1,888
    edited December 1969

    What do u mean Zarcon? I didnt mirror anything in this case. This is a weight map issue which did get better after smoothing the area with a smooth brush a bit but I bet it could be even better if I know which weights to edit.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    I thought you had made half of the shirt, then mirrored it to the other side.

    My bad, I read the wrong word there. Minor not mirror, never mind. A clear sign that I have been sitting here reading to long, and need to rest my eyes, lol.

    If your referring to the sharp cease in the armpit not folding the way you want it to. It may be a side-effect of the geometry level (number of polygons), or the type grid or triangle. Tho looking at the t-shirt I'm wearing, the folds in your snap-shot look good.

  • ToyenToyen Posts: 1,888
    edited December 1969

    Hey yep I the mesh is indeed symmetrical but this pose is an asymmetrical one anyways so both sides give different results. The issue is definitely the weight mapping I think. Its kinda challenging for a newbie like me to make it look and act like cloth using weight maps without any kind of cloth simulation : D : ( I will spend some more time figuring this out and see if I can get better results.

    Currently the geometry in the armpit area looks a bit better but still not how a normal shirt would behave. It wouldnt be such problem if the sleeves were tight but with the sleeves being kinda loose type, it just doesnt look right.

    This is hopefully the last technical issue I am facing, all others were eliminated, I hope : D

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited August 2014

    perhaps that is what SinckleYeld was getting at by the look at lots of real outfits (suggested a web search for pics of). you don't need a cloth simulator, if the wrinkles are close enough to look correct for most poses. You may need to raise the arms up to get the rest of that, possibly.

    I honestly don't know what style your going for, so I'll just try to joke a bit about it instead.

    If worse comes to it, look at how your own shirt folds under the arms, etc. Assuming that is not a soprano inducing 2-sizes to-small Roddenberry style, lol.

    Post edited by ZarconDeeGrissom on
  • ToyenToyen Posts: 1,888
    edited December 1969

    Yep I know what needs to be done I just cant seem to figure out how to achieve this with the weight map editor : D the sleeve is kinda loose while the armpit area looks like its stuck to the body while it shouldnt.

  • ToyenToyen Posts: 1,888
    edited August 2014

    Okay I think I cant fix this with weight mapping. Maybe Joint correction morph would help? Anybody has any experience creating joint correction morph for armpit areas? I tried to create a regular fix morph yesterday but it didnt help. Oh this is tricky : /

    Edit: I am looking at the method sickle described a while back here http://www.daz3d.com/forums/discussion/42075/P345
    and I wonder, is it even worth trying to create a JCM for the armpit area?

    Update: Also, the armpit area may not be that bad on basic genesis and smaller body shapes but when I dial in character like Olympia and give her a pose where the arms are close to the body, this is what happens, the geometry in the armpit area is a complete mess : (

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    Post edited by Toyen on
  • ToyenToyen Posts: 1,888
    edited December 1969

    Okay I have just had enough of that damn sleeve. Heres my plan B. What do u guys think about this top? Should I work on this instead? Oh dammit all the time I spend on that shirt though.....makes me kinda sad to see it go if I do decide to work on this.

    I still have like 11 days left. I set a deadline for myself and I hoped I could get this outfit done by the end of the month just to see if I could do it.

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  • ToyenToyen Posts: 1,888
    edited December 1969

    I´m almost done, cant wait to show u some renders Although I was wondering, is there a way to create a fix morph for CTRLOlympia for example? Because the FBMOlympia morph on the shoes doesnt work properly when dialing the whole Olympia as the figure is a bit shorter.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    I like plan B. It leaves room for arm bands and bracers. Or other jewelry. I like it for many reasons.

    Jokingly. Is that allowed in CG, it's a short shirt that shows the tummy. lol.

  • ToyenToyen Posts: 1,888
    edited December 1969

    Hey Zarcon! Well, I have created 5 style morphs for the shirt but none of them covers the tummy so only genesis that are proud of their shapes can wear it : D

    Anyways, if anybody knows how to:

    1. Make files in content library show in Smart Content permanently. Every time I right click on the file, then click on Show in - Smart Content it disappears from there shortly after...

    2. Change the author name in the file. Every time I save file to my library I type in my other nickname under the Vendor Name but still when I click on the file, it shoes Author: dave.evert

    If anybody has any clue how to change any of these things please let me know! Cant seem to find any solutions.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Anyone here know about transparencies between Blender and Daz Studio? Alpha channels???
    http://www.daz3d.com/forums/discussion/45577/
    MN-150374, just chimed in with another thread... Hmmm.

  • ToyenToyen Posts: 1,888
    edited December 1969

    Hmm I have no experience with trying to make materials and textures from Daz work in Blender. So far I have not needed to do that but I think it can be done.

    As for hair, for stills I would go for particle hair. Cycles is doing great job with particle hair and although the particle hair system needs to be improved, you can get some nice hairstyles if you are willing to learn the particle system.

    But for animation particle hair would require something like NASA computer I guess if you want to try it at home : D

    For game engine definitely polygon hair in this case I guess.

    I have been recently playing with the particle hair system again. This hair is a mess though : D

    Anyways, I found out how to change the Author in daz but still cant figure out how to make the files appear in smart content permanently.

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  • ToyenToyen Posts: 1,888
    edited December 1969

    Hey everyone hows it going? I started working on another outfit, this time its a longer dress with much more complicated shoes which I am working on right now. I will post a picture as soon as the mesh starts looking decent! Also, I just noticed that marvelous designer is having open beta for their new version so I started looking into that. It looks really interesting so if anybody wants to check them out now is your chance to get a few extra days with the usual 15 day trial!

  • ToyenToyen Posts: 1,888
    edited December 1969

    This is a response to the PM I got. I´m posting it here and I hope the person who sent the message sees it. For some reason I am having trouble replying to PMs.

    Regarding the issue of flipped normals after importing the mesh to Daz Studio.

    Select your mesh in Blender and go to edit mode.

    In the window on the left (press N if its not there) and under Mesh Display, turn on one of the options for displaying normals on your mesh. ( I usually use face).

    Now you will see which way the normals off your mesh are facing.

    If its not the right way (which in most cases will be facing outI guess) go to mesh - normals -flip normals.

    Was this the issue you were having?

  • ToyenToyen Posts: 1,888
    edited December 1969

    Hey everyone! Today I tried for he first time a quick dress test from marvelous designer.

    This type of dress works quite well after just running the transfer utility but I wonder how would more complicated clothing act.

    It had sleeves as well but I had to delete them because the MD model wasnt in the same default position as genesis figure.

    I need to figure out how to use custom models inside marvelous designer.

    So far I really like the software. I might subscribe for a month when MD4 is out and see how I like it. The only bad thing is that it cant be used to create dynamic clothing inside daz studio.

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