Moderator: joepal
MTKnife wrote:I'm not sure what you mean by "background"--do you mean the color ("diffuse" in the files) that's used when there's no material?
DerekX wrote:MTKnife wrote:I'm not sure what you mean by "background"--do you mean the color ("diffuse" in the files) that's used when there's no material?
Background color, if that's easier to understand. And yes, this is for the diffuse texture. I saw your pleated miniskirts too, but I was thinking thicker/wider pleats.
MTKnife wrote:DerekX wrote:MTKnife wrote:I'm not sure what you mean by "background"--do you mean the color ("diffuse" in the files) that's used when there's no material?
Background color, if that's easier to understand. And yes, this is for the diffuse texture. I saw your pleated miniskirts too, but I was thinking thicker/wider pleats.
I'm still not sure what the "background" is. My skirt, for example, has a material file that uses a PNG texture created by "baking" a material in Blender (the original texture imported into Blender was an actual photo of plaid cloth, IIRC, as I find these give better results). However, some very simple MH clothes just use a color specified as "diffuse" in the MHMAT file--you can alter this by hand, or in the "Materials Editor" under the "Utilities" tag. If your texture file covers the whole object, the "diffuse" color should be irrelevant--and a piece of clothing can be transparent (some part of it has an "alpha" less than 1) whether you're using a texture file or a uniform diffuse color.
As for my skirt, I can tell you briefly how I did it, but it was an utter PitA, and I don't want to do it again--I don't feel motivated to make clothes very often, and I've got a few other ideas I'd like to work on if I do. It took me something like a year and a half or two years off and on, and I only finally managed to get it to work once I realized from some of Elvs' stuff that I could use triangles. The basic method was to pull an edge loop out of the clothing helper, and transform it in Blender into a Bezier curve, and then repeat a single pleat along that curve with an array modifier (you've got to scale it just right to make sure you produce an even multiple of objects); the process of making an array around an uneven curve will make some of the pleats a little bigger or smaller than others, but not so much that anyone will notice. Because it has to be a single surface, you literally have to make the thing like you'd make the real skirt (as opposed to attaching multiple folds to the same vertex): you fold panels over one another, and make the waistband separately.
At least, that's how mine is done, because I wanted the geometry of the skirt to be a real pleat. The other way to do it, as I believe Elvs does, is to make the geometry unpleated, and then apply a normals texture to create the pleats. It's harder to create deep pleats that way (I assume--I'm not good with normals, honestly), and I doubt it would work well with patterned cloth like a plaid/tartan, but you get a more realistically uneven wrinkly appearance.
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