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Forum Index - Modeling - how to model a tshirt and a jeans

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-ngquochung86
Member
ngquochung86

3 years ago
how to model clothes for character in 3dmax?
I want to model a tshirt and and jean trouser



-ngquochung86
Member
ngquochung86

3 years ago
would you please suggest some good tutorials to do that? I've searched on net but I have not found the things I wanted. Thank you

+Steve Martin
Moderator
Steve Martin

3 years ago
Well you've got some good reference there so that's a start. There's a good tutorial that comes with max that goes into using the cloth system to create clothes. That'd be your best bet.
[Link to www.3dprevis.com]

-ngquochung86
Member
ngquochung86

3 years ago
what did they use to create clothes like in the reference picture?


+Steve Martin
Moderator
Steve Martin

3 years ago
They started with splines to create the basic shape and then used the cloth system.
[Link to www.3dprevis.com]

-desade2009
Member
desade2009

3 years ago
you can do that....or there's the method of modelling characters with clothes on them....you can do that through weight and crease parameter in the edit poly panel... later you can detach the clothes polygons as an element, and texture them however (jeans, whatever)


Cogito, Ergo Sum

-ngquochung86
Member
ngquochung86

3 years ago
well, how could we model the clothe polygons? I mean, the shape of the character is so complicated, how could I create polygons of clothes that exactly cover the skin of the character?
In some tutorial, I have heard that they could make it use unwrap UVW , but I've not understood clearly.
Would you please tell me about some useful tutorial? thank you

-Tyson
Senior Member
Tyson

3 years ago
I think I said this in your other thread. select parts of the character mesh. hit detach and detach as clone. then add a push modifier and a shell modifier. then you can edit the detached polygons to form the clothes. that way they will fit and its a good place to start modelling from.

-Altopais
Member
Altopais

3 years ago
unwrap uvw is for unwraping your mesh to apply texture maps on it, i would suggest that you try the Tyson's method, or you can try and google some tutorials
The secret of creativity is knowing how to hide your sources.
-Albert Einstein

-ngquochung86
Member
ngquochung86

3 years ago
It works, here's the character with clothes


-ngquochung86
Member
ngquochung86

3 years ago
how to model the belt for the character?

-Tyson
Senior Member
Tyson

3 years ago
same way. just detach the row around his waist. add a shell mod and edit it a bit. maybe make a buckle from splines or something.
or create a circle shape from the polygon loop around his waist and make it renderable. create shape from selection in editable poly.

-ngquochung86
Member
ngquochung86

3 years ago
How to create the texture of the t shirt with some picture on the front like in the reference image? which technique do we use?


-Tyson
Senior Member
Tyson

3 years ago
the simplest way would be to add a uvw map modifier set to planar to the tshirt mesh, apply a material with the tshirt map in the diffuse then adjust the uvw map's size and orientation so that the tshirt looks right. also make the tshirt texture have a flat orange colour picked from the shirt in the background so when the texture stretches down the side of the character you will just have solid orange.

-ngquochung86
Member
ngquochung86

3 years ago
well, I've got a problem. I use UVW map, I work partially, that means, the bitmap texture seems to appear correctly in the front.
Nevertheless, it also appear on the neck and the armsof the T Shirt
How to make it only appear on the front? Would you please help me ? Thank


-Tyson
Senior Member
Tyson

3 years ago
well you could either make the texture have more orange space around the logo and align it. or ontop of the uvw map (that you have fit to the object) add an unwrap uvw and save out a uvw template. then in photoshop use the template as a guide to placing your logo. If you make the orange a uniform colour around the edges of the shape the stretched parts won't be visible. you will of course get the same texture on the back as well because the texture is being mapped planar. the way to fix that would be to map both the front and the back planar in the uvw editor. you can use quick back/front mapping for that.

+Steve Martin
Moderator
Steve Martin

3 years ago
Also, if you've got the logo as a separate bitmap you could just use a mix map in your diffuse slot with 1 colour as orange and the logo in the other. Then you could use a mask based on the logo and planar map it to the front.
[Link to www.3dprevis.com]

-Tyson
Senior Member
Tyson

3 years ago
That method is probably the most flexible for sure. you could even use a blend material and then you could have say a shiny print and a rough matte fabric material. you would just need to create a mask for the logo as steve says.

-fusebulb
Junior Member
fusebulb

3 years ago
go here to find lots of video tutorials

[Link to freevideo3dtutorials.blogspot.com]


-Yuyuyami
Junior Member
Yuyuyami

3 years ago
What I did for my hobo is I made him naked. Then I used him as my reference for the clothing and I just modeled it around him the same way you would use a reference plane. Eventually the naked body was obsolete and I removed it form the scene. In other words, I had hollow clothing.

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