Small paid work for creating clothes

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Re: Small paid work for creating clothes

Postby brkurt » Tue May 06, 2014 11:49 am

simering wrote:That looks really great. Can I can somehow apply texture from original version? I tried but it doesn't apply correctly.
I managed to bring vest to MakeHuman (with no texture).
I think I attached wrong file for the helmet, this one is correct (3ds). The model will be from distance so don't need any stripes/details on helmet, just basic outer shape.
I'm really sorry for this and I greatly appreciate your help.
Kind Regards,

Mark


Okay, we've got through the first step, which was the all-quad mesh. I didn't want to do texture (UV) mapping until you had run the vest through Makehuman / Makeclothes.

The helmet is no problem now, since I have created a heuristic for quads in the helmet strap.

The original texture won't apply because the UV map is entirely different now. I'll mark the seams in the most logical way, and if you can handle the Blender texture mapping approach, all should be well.

Here is the vest with a UV map:

Image

and here is the updated Blender file:

http://www.geekopolis.ca/blender/vest1_269.blend
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Re: Small paid work for creating clothes

Postby simering » Tue May 06, 2014 9:32 pm

Got vest colored, I manage to export it once to makehuman but now it shows seam lines and don't know how to remove them :(
Also how do I make it as external clothing ie like jacket?
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Re: Small paid work for creating clothes

Postby brkurt » Tue May 06, 2014 11:29 pm

simering wrote:That looks really great. Can I can somehow apply texture from original version? I tried but it doesn't apply correctly.
I managed to bring vest to MakeHuman (with no texture).
I think I attached wrong file for the helmet, this one is correct (3ds). The model will be from distance so don't need any stripes/details on helmet, just basic outer shape.
I'm really sorry for this and I greatly appreciate your help.
Kind Regards,

Mark


Most likely it is the alpha channel (transparency setting) on your image, but I've never seen this problem before. :shock:
Your best bet is to turn the alpha off (set it to a value of 1.0).
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Re: Small paid work for creating clothes

Postby duststorm » Wed May 07, 2014 12:23 am

You'll probably want to use your texture space more optimally and scale the most important parts of the UVs of the vest up, it's not completely filling the texture.
I would make the edge ring shape's UV much smaller if it allows me to use more texture space for front and back of the vest.
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Re: Small paid work for creating clothes

Postby brkurt » Wed May 07, 2014 2:48 pm

duststorm wrote:You'll probably want to use your texture space more optimally and scale the most important parts of the UVs of the vest up, it's not completely filling the texture.
I would make the edge ring shape's UV much smaller if it allows me to use more texture space for front and back of the vest.


The problem is a version mismatch in Blender. This usually happens going from 2.5x to 2.6x; the materials become uncontrollable. I could not assign a new material to the prototype helmet I've created here. I'm going to do the straps separately, because of their complexity.

Image

and here is the file with the helmet:

http://www.geekopolis.ca/blender/protoHelmet1_269.blend
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Re: Small paid work for creating clothes

Postby simering » Wed May 07, 2014 2:52 pm

That's perfect. I will try to apply material later.
That's more than enough for me without straps.
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Re: Small paid work for creating clothes

Postby simering » Wed May 07, 2014 3:59 pm

Probably not the correct way by I managed to change color to yellow. Doesn't allow me to make clothes due to Vertex 25?
Still have no clue why the vest have lines along seams.
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Re: Small paid work for creating clothes

Postby brkurt » Wed May 07, 2014 4:13 pm

simering wrote:Probably not the correct way by I managed to change color to yellow. Doesn't allow me to make clothes due to Vertex 25?
Still have no clue why the vest have lines along seams.


The Vertex 25 problem is most likely an extra vertex or edge that I missed when I converted the center spine from 3ds to Blender 2.69.

What you can do--given the low number of the vertex--is to make sure that the centre edge loop is complete. (That's Ctrl + e, and then go down to the bottom of that long menu) that means checking each vertex in the center and seeing if one is actually two vertices extremely close to each other.

These are hard to find, because it will look like a normal edge and vertex, given the limitations of your video card and OpenGL.

I haven't used MakeClothes, because I'm mostly designing Greco-Roman gowns with flowing cloth folds. :geek:

I'll have to bow out at this point, as I have other projects to complete.

You are free to use these models as you see fit. :)
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Re: Small paid work for creating clothes

Postby simering » Wed May 07, 2014 10:09 pm

I give up :cry: . Even with tremendous help from brkurt I can't make neither vest (seams always visible) or helmet (non-quad).

Is anyone interested in finishing those two clothing items as paid task?
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Re: Small paid work for creating clothes

Postby brkurt » Thu May 08, 2014 2:24 am

simering wrote:I give up :cry: . Even with tremendous help from brkurt I can't make neither vest (seams always visible) or helmet (non-quad).

Is anyone interested in finishing those two clothing items as paid task?


Here you go. The problem was a standard one, with a standard solution. If there is version drift (Blender is the fastest-changing software I have ever used), then export the model meshes to Wavefront, open a new file and import them. That scrubs out the version differences.

Just reload the same file, as the old one was corrupted:

http://www.geekopolis.ca/blender/protoHelmet1_269.blend

Image
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