I want to learn from an experience cloth creator
Dissendior
Posts: 117
in The Commons
I am looking for someone experienced in creating clothing for DazStudio to teach me (paid). I want to become good in creating 3d clothing and using/offering it for dazstudio. I've already done some work with Marvelous Designer, Substance Painter and Blender and I also used this self-created cloth in dazStudio but: I fear retopology (never done it), I wonder how others do all these steps (modelling, sculpting details, texturing and then adjusting the cloth for dazstudio, creating morphs) and I want to learn from your experience... why and how do you use your current workflow? What are the details you keep an eye of? My clothes lack details and a good look - how can I improve?
Comments
Four artists have tutorials on this subject that I have bought that might help you. Each is respected for the quality of their clothing and experience.
https://www.daz3d.com/arki#p=2&filtered=1
https://www.daz3d.com/esha
https://www.daz3d.com/darkedgedesign
https://www.daz3d.com/sickleyield#p=2&filtered=1
Another, Mada, to my knowledge hasn't done a tutorial but offers her advice in the forums frequently and I believe on YouTube(?).
There are many threads on the subject on clothing scattered across the forums that Google might help you find. Some started with the advent of G9.
Mada's videos are in this playlist: https://www.youtube.com/playlist?list=PL2SdKrOTXeXA1qMgNE84AsM8_Wq63gOBF
okay... you might think this is helpful but as I stated above: I don't want to find more tutorials and hints for Google and forums - this thread is dedicated to find an experienced tutor / mentor / teacher
I am not a clothing maker, so I cannot speak for anyone directly. But as a product creator, I think you may have a very hard time to find someone who has the space in their schedule to take on teaching someone. When you make products for a living you basically live product to product, so taking the time away from making products to teach will leave a large gap in the product making cycle that would be hard to catch up from again when the training is over. (and if a creator only does this part-time, then they likely would have even less time because they would have to deal with their day jobs)
Your best bet is really the tutorials.....thats how most of us have learned
100% agree with the points that Raw made. I can only speak for myself in that i learnt via hours and hours of trial error and great Youtube tutorials along with hints and tips from more established creators. IMO the costs associated with an active creator taking this on would be quite high, as like Raw stated the time spent not creating our own content and dedicating that time to training can be huge depending on the creator.
If you are serious and have the funds available to finance it, i would suggest you contact a creator you think you would like to work with and have a plan / time scale / hours you would want and either an hourly rate of flat fee you can work with. Mentorship / Training can be as long or as short as you want it to be so approaching with a solid idea and objective is always a good place to start. Best of luck
What RawArt said - and memcneil70 sent you good links - thank you!
You need to learn the technical aspects, and that works by getting it shown/explained and then you do it yourself. Tutorials will help you with that. My tutorials are recordings of live teaching sessions, you might find them interesting.
For the workflow you'll have to find what works for you, there is no one-method-fits-all approach. If you create clean geometry from scratch, you don't have to retopologize.
You said your clothes "lack details and a good look" - to fix that you'll need to take a close look at real-world clothes, read up on fashion/style/history/color theory, make sketches, and be prepared to dump things that didn't work out and start all over again.
Good luck, and have fun creating! That's the most important thing, I've found out. If you don't have fun with the set you're making, it won't come out looking good.
Because Marvelous Designer was developed using real world sewing principles you will learn a lot in a couple hours studying real world Butterick Patterns layouts or similar which have been used by seamtresses for generations.
Retopolgy is application specific. Can find the function in programs like zbrush or 3Dcoat
Do not underestimate the power of a good, knowledgable tutorial by a professional content creator.
Daz Studio Content Creation Mastery Part 6 : Rigging and Morphing Clothing Items | Daz 3D
Making clothing for DAZ is a long complicated process, with a lot of techniques and approaches that change depending on what you are making and how DS decides to pitch a fit that day. This is definitely something to learn by doing, and yes, having someone experianced to ask questions is important, as well as listening when they say ' no really don't do that. Four stages from now you will hate yourself'.
The problem is most people who know how to do this, are too busy doing it to teach it. lol
That being said - I wrote a book for poser content creation a while ago. I have large chunks of a DAZ studfio clothing creation book written. but as you can guess - I'm too busy making assets to make the book on making assets. Its a curse. lol But I will finish it eventually, hopefully even this year.
For aspiring clothing makers I will say this, start on the easy stuff and work your way up adding one new harder thing as you go.
Easy - tight clothing, flat shoes, static props like glasses or non morphing bracelets or earrings
Harder - sleeves, skirts, layered outfits
Hard - items needing custom rigging like scarves or loinclothes, items with stiff items like belt buckles and buttons, dforce clothing
Obnoxious - high heels, long flowing sleeves and skirts, armor plate
If you can find me on Discord you can ask questions. I'm around in a couple of servers if you look. Just not too chatty since I'm usually working.
LM