Make a ripped version of clothing

Hi all,

 

Sorry if this has been asked before, I couldn't find it.

Is there an easy way to make a ripped version of a piece of clothing.

I know how to make a morph in Blender and reimport it but unfortunately, this wouldn't work here as the new version would not keep the vertex order.

I saw something about making the ripped version and then importing it as an obj and using transfer utility to make it a new piece of clothing.

This seems a little like a waste to me, as that would mean it looses all the old morphs and rigging the old piece of clothing had.

Is there an easier/better way to make the ripped version (as opposed to the transfer utility method) ?

 

Thanks

Comments

  • barbultbarbult Posts: 24,777

    Use image masks in the Cutout Opacity channel of the Surfaces pane. Black for ripped area; white for intact cloth. Products like PTF Grungy Threads can help/

  • HavosHavos Posts: 5,395

    You could use something like this: https://www.daz3d.com/ptf-grungy-threads

    It uses opacity maps to create the rips in the fabric, so no remodelling is needed.

  • PTF does good work.

    Also, this product does ripped as well.

    https://www.daz3d.com/iray-clothworx

  • alex86firealex86fire Posts: 1,130
    edited December 2021

    Thank you for the suggestions.

    I thought about it at some point., the idea is that I would like to rip a top and have one of its straps ripped and hanging down.

    I guess a variant would be to use opacity maps for the top for what would be ripped and than add a piece of fabric there and use dforce on it to hang down to simulate from where it would be ripped(with magnests or weight 0, whichever would be better suited).

    Post edited by alex86fire on
  • Ghosty12Ghosty12 Posts: 2,065

    Was watching a video on how to fix pokethrough using the geometry editor, the videos creator on demontrating what to do had done the opposite and had hidden some of the clothings polygons.. So you could do that and then get creative in post, or as others have said use maps for the holes.. smiley

  • CricketCricket Posts: 465

    There's this

    https://www.daz3d.com/dforce-torn-clothes-for-genesis-8-females

    unless you're looking for something specific.

  • marblemarble Posts: 7,500

    NyX said:

    There's this

    https://www.daz3d.com/dforce-torn-clothes-for-genesis-8-females

    unless you're looking for something specific.

    That product is an example of why an opacity map isn't good enough in some cases. The holes in the jeans have frayed edges of a different colour (white) which needs a texture map, I would assume. If anyone knows how to get that effect with just an opacity map I would like to see it. 

  • QuasarQuasar Posts: 650

    Ghosty12 said:

    Was watching a video on how to fix pokethrough using the geometry editor, the videos creator on demontrating what to do had done the opposite and had hidden some of the clothings polygons.. So you could do that and then get creative in post, or as others have said use maps for the holes.. smiley

    I would try this too. If you can delete a line of polygons on the strap and then use dForce on the shirt, you could get the look you want. It would take some fiddling. dFormers or something like that might help too.

  • alex86firealex86fire Posts: 1,130
    edited December 2021

    Thank you so much for the geometry editor suggestion.

    I am familiar with the tool but didn't think about it for this scenario.

    Here is the result after about 10 minutes of work and playing around with the dForce animation:

    I think if I play a little more I can get an even better result

    ripped tshirt.JPG
    822 x 517 - 42K
    Post edited by alex86fire on
  • hey @alex86fire can you help with That think how did you overcome with this deforce torn clothes animation

     

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