dForce Dress Situation

I'm making a dress like what is in the picture below.  Now, looking at the navy blue trim in the reference image, I could keep the modeled dress flat, or I could extrude and roll the edges to physically give the dress hem some actual thickness.  Here's my line of thoughts:

Flat Style:

Would make dForce setup easier (no need for additional modifiers).

Could use bump/displacement maps to "create" the illusion of trim depth.

However, it does look rather flat, depending on available geometry.

 

Modeled Style:

Would need to add additional dForce settings to trims to keep semi-rigid.

With additional polygons added, can take longer to simulate, and possibly create additional collisions and weird bunching.

 

What version would you rather see in a product?

Thanks,

-David

Neckline_Example.jpg
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Comments

  • SeraSera Posts: 1,675

    I really dislike flat clothes and add ons. I don't mind fiddling with dforce settings though, so I vote for the modeled stuff. 

  • MelissaGTMelissaGT Posts: 2,611
    edited July 2021

    I prefer to see all those details modeled in, especially if a user wants to use a tiled fabric shader to customize the outfit a bit (you'd lose any piping/seams if those details were added in via displacement). Plus material zones! YES! I really appreciate it when a clothing maker adds those details. Too much stuff is coming out these days that are just flat cutous and tubes and it's not cool, especially when they still command a premium price. (That being said, I absolutely don't mind spending the money for the added effort needed to include those fine details - it's super worth it for quality.)

    Post edited by MelissaGT on
  • Richard HaseltineRichard Haseltine Posts: 102,718

    You could always add a morph to roll the edges after a dForce simualtion was run, which is what some PAs do - mada has posted a tutorial on the process.

  • HylasHylas Posts: 5,070

    I have literally no modelling experience so take everything I write with a big grain of salt.

    But can´t you model the trim with actual geometry and have dforce only affect the skirt, leaving everything above the waist completely unaffected?

     

  • ArtiniArtini Posts: 9,722

    If you really like Flat Style (which, I do not like at all), try to create a 3D model,

    that is flat in reality, like paper hat, origami or similar.

    It will be much easier to accept such object in 3D, as well.

  • StarkdogStarkdog Posts: 170
    edited July 2021

    Hello all,

    Thanks for the feedback.  I have seen a bunch of "flat" dForce items out there, but I want my dForce creations to be different and more realistic with piping, seams, etc.  In the first picture below, is an example of a bandeau-style dress I made.  It does have extruded/rolled edges at the armpit level, under-breast/skirt transition, and bottom hem.  I even added in seams on the sides, as seen in the next 2 pictures.  The dress is 6324 polys.  I'm still tweaking a bit to get the bottom hem to behave, as it looks like it's trying to unfurl, in the third picture.  I even made the sandals too, but those go with something else :).

    My questions are:

    1). What more could I do to get a better bottom hem drape? (This was only a 30-frame simulation).

    2). Is this a preferred UV map, or would it be better broken down by material zone and better flattened/aligned?

    3). Would anyone be interested in this dress/set?

     

    Thanks,

    David

    BandeauDressExample.jpg
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    BandeauDressExample1.jpg
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    BandeauDressExample2.jpg
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    BandeauDressUV.jpg
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    Post edited by Starkdog on
  • RGcincyRGcincy Posts: 2,839

    30 frames should not be an issue. Looks to me like something is holding the edge up so it's not draping completly.Can you show a close up of the simulated hem with the wireframe turned on?  Also, try a simulation with self-collide turned off to see what happens.

  • StarkdogStarkdog Posts: 170

    Hello RGcincy,

    Great to hear from you!  I have attached a wireframe with the simulation settings of the BottomTrim material.  I have also included a detailed view from Hexagon.  The trim is tucked under and slightly extruded upwards to give the appearance of a proper hem (as seen in the purple and blue).  I don't know if this extra geometry is "too heavy" for the dress, or perhaps I'm overlooking something.  I have been pouring through your tutorials, and it has really helped me.  I just wish my patience could keep up with all the ideas I have...

    Thanks,

    -David

     

    dForce_Settings.jpg
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    Bottom_Hem_Detail.jpg
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    Bottom_Hem_Detail_Hexagon.jpg
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  • MadaMada Posts: 2,024

    The problem with trimming geo like that is there's nothing to hold it up and it falls out when you simulate. I use Add-ons to keep edges stable

  • StarkdogStarkdog Posts: 170

    Hello Mada,

    Thank you for the reply and the YouTube video!  I'll have to watch it again to get all the finer details; but that does look quite involved, yet the results are very nice.  Looking back at my model, the bottom trim is kind of clunky looking.  I might just keep the thickened upper chest trim and the waist trim, and leave off ther bottom trim and have a "hollow" skirt part.  I will take your advice to heart.  One other thing, which UV mapping is preferred for such a dress?  I do have a UV map posted above.  Would that style work, or would it be more "professional" to have the different parts seperate?

    Thanks,

    -David 

  • MadaMada Posts: 2,024

    It would be easier to texture if it was all one piece :)

  • ArtiniArtini Posts: 9,722

    That's why I love clothes created by Mada.

  • ArtiniArtini Posts: 9,722

    @Starkdog: the dress is too simplistic. I think, it is good as a practice in modelling.

    Look at the dForce dresses created by Mada, to see a good examples.

     

  • Richard HaseltineRichard Haseltine Posts: 102,718

    Mada said:

    The problem with trimming geo like that is there's nothing to hold it up and it falls out when you simulate. I use Add-ons to keep edges stable

    Thanks, I'd forgotten you actually pre-rolled the returns and use add-ons to hold them stitched-up.

  • HylasHylas Posts: 5,070

    Starkdog said:

     

    3). Would anyone be interested in this dress/set?

    TBH there's a lot of dresses out there, many of them for free, many of them dForce compatible. It would have to be quite special to pique my interest

  • RGcincyRGcincy Posts: 2,839

    The trim is tucked under and slightly extruded upwards to give the appearance of a proper hem (as seen in the purple and blue).  I don't know if this extra geometry is "too heavy" for the dress, or perhaps I'm overlooking something.  

    Thanks, helpful to see the original mesh.

    As Mada said, create an add-on. It's actually quite easy to do and helps with rolled edges. You can even test it by doing a small section first and seeing how it looks. (One of my examples mentions a script where you can select two vertices, add them to the add-on, select two more, then repeat as much as needed. Also I think the add-on works only on the same mesh not across meshes.)

    Even with dForce I find most clothing  doesn't drape like real-word clothing. Too flat, not enough wrinkles and folds or they appear in the wrong place. dForce can add to a poor look as it will pull down and flatten clothing items unless you get the right surface settings and weight node maps. But I believe there is a real need for more realistic clothing. Some vendors achieve it or close to it while others are far from it.  

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