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BeerJedi wrote:Steam Punk
This is Lucy Lynd, a character I'm working on for a Blender Project/ Graphic Novel.
She's basically Makehuman 1.01 Posed and clothed etc. in Blender 2.71. All the clothes and gear are original. I gave her new hair and Eyes although there was not much wrong with the original eyes except that behind the glasses I wanted them to have a bit more detail. I also remapped the lips to a more Hi res. texture, mostly because I am playing with multiple UV mapping and this was a great chance to test the concepts.
You can see more on http://beerjedi.deviantart.com/gallery
I'd very much value any feedback.
brkurt wrote:BeerJedi wrote:Steam Punk
This is Lucy Lynd, a character I'm working on for a Blender Project/ Graphic Novel.
She's basically Makehuman 1.01 Posed and clothed etc. in Blender 2.71. All the clothes and gear are original. I gave her new hair and Eyes although there was not much wrong with the original eyes except that behind the glasses I wanted them to have a bit more detail. I also remapped the lips to a more Hi res. texture, mostly because I am playing with multiple UV mapping and this was a great chance to test the concepts.
You can see more on http://beerjedi.deviantart.com/gallery
I'd very much value any feedback.
How did you do draping and folding on the skirt? Was this the Blender cloth modifier only, or the modifier plus sculpting?
BeerJedi wrote:
It took quite a while to figure out and then to do. for the skirt and Petticoat I mapped the mesh blank first so I could control how the pattern deformed. Then ran the cloth deform on the first layer, to keep it as simple as possible I made a copy of the posed figure with the only the lower body and legs and original mesh was a lot bigger (longer) than the final. The Idea was that this drape when applied was the base for the next layer, a duplicate of the undeformed first layer, with the original figure removed because I found that multiple collision objects plays havoc with the physics. Tweaking the settings gave the outer layer slightly different feel to the pettycoat. (Although I 'm not convinced the difference is worth the hassle.) All that remained was to trim the borders back to the required length, once both drapes were how I wanted them. With the drapes applied, I made a rig with two rods that came up and lifted the drape at the front to the button position. In the end I deleted the vertices of the pettycoat under the skirt front as they played havoc with the collision physics and couldn't be seen. Applied Solidify, then I spent several hours in proportional edit mode moving individual vertices out of collision with the surface. If you have the patience its okay for a still pose but a non starter for animation.
brkurt wrote:BeerJedi wrote:
It took quite a while to figure out and then to do. for the skirt and Petticoat I mapped the mesh blank first so I could control how the pattern deformed. Then ran the cloth deform on the first layer, to keep it as simple as possible I made a copy of the posed figure with the only the lower body and legs and original mesh was a lot bigger (longer) than the final. The Idea was that this drape when applied was the base for the next layer, a duplicate of the undeformed first layer, with the original figure removed because I found that multiple collision objects plays havoc with the physics. Tweaking the settings gave the outer layer slightly different feel to the pettycoat. (Although I 'm not convinced the difference is worth the hassle.) All that remained was to trim the borders back to the required length, once both drapes were how I wanted them. With the drapes applied, I made a rig with two rods that came up and lifted the drape at the front to the button position. In the end I deleted the vertices of the pettycoat under the skirt front as they played havoc with the collision physics and couldn't be seen. Applied Solidify, then I spent several hours in proportional edit mode moving individual vertices out of collision with the surface. If you have the patience its okay for a still pose but a non starter for animation.
I believe that this single model is the turning point when it comes to clothing a Makehuman figure. It may be possible to animate such a character, if the vertex group assignments can be created as edge loops, and those edge loops linked to a rig designed to handle clothing. I ran into a similar problem in creating wigs for Makehuman characters; when animating them, it is necessary for the hair to demonstrate the effects of gravity, and that required a wig rig. Over the next weeks--while I still have the beta of Marvelous Designer 4 running, I will attempt to create a clothing rig for a cloak, and parent that to the newest (Thomas) Makehuman rig.
It all boils down to technique: how much does the mesh need to deform to make realistic clothing in motion, and how much can be seconded to normal and bump maps?
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