Good Evening…
i am quite new to character modeling!
i was just wondering, how can i create clothes for the models?
i now have a nude 3d model. i need to create clothes for that. i need to make a coat.
ok, i went into edit mode, selected the chest, abdomen, and arms, duplicated that. i removed the hands, scaled it up a bit, and smoothed it. now i have a shirt like thing,
but, how should i continue?? how can i create the V and the collar? what about the cuffs? everything looks EXTREMELY complicated! just choosing the appropriate vertices is nightmarish (there are TONS of vertices, when i go to edit mode).
i would be EXTREMELY grateful for any help…
thank you very much in advance for your help…
Modeling Clothes is going to be a bit more difficult than just putting them on.
If your character is not going to undress in your animation, you really have no need for a Nude body. Think of the clothes as your body. There are some applications that would enable you to drape clothes over a body, but blender currently does not have soft-body dynamics.
If you have a good understanding of Blenders modeling tools, you can go about building a pair of Pants or a shirt in a variety of ways, all will require careful placement of vertecies at the joints and subtle displacement of verticies to get just the shape you want.
If your character is symetrical, you can build half your clothes and mirror a copy to do the other half.
I usually start a pair of pants with a cube or an 8 vert circle at the base of one leg and work my way up. Extruding and tweaking as I go.
I mirror that when I am pleased with it and then Build the Pelvis area one edge at a time, connecting verts up with the F key to a waist circle shape.
You need to consider how your waist will be handled. Are you going to doistort the mesh with an armature, are you going to use bone parenting and a segmented character…
It is all a great deal of work, but for some reason I really enjoy figuring it out.
One useful thing is to use H to hide verts, you probly know this, well maybe not. So if you are working on the front of something you do not reck the back.
I would be grateful if you could explain what you mean by this. What is the difference what is bone parenting (in this context) and what is a segmented character. Advantages and disadvantages…
Waiting paitently by the keyboard (if you would be so kind %| )
bone parenting is different from direct armature parenting. When you parent an object to an amrature, you are given the choice of the parenting technique: Use Bone, Use Armature, Use Object.
Use Bone: the whole object will be parented to one and only one bone of the armature. Usefull when doing mechanical characters, where individual parts of the character can then be individually parented to different bones.
Use Armature: the mode usually associated with character animations. Vertice are parented to bones according to weight groups and weight data.
Use Object: the basic parenting form, the whole object is parented to the armature object directly, not to any bone. (the pivot point)
A segmented character would be a character made up of different meshes.