Why do clothes look torn?

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Why do clothes look torn?

Postby Juli_usa_rus » Wed Aug 21, 2024 3:20 am

hi.
This is the second time I'm trying to dress my character model, and the second time I notice that the clothes look torn.
The first time I had to give up modeling the forearms, and now nothing helps at all.

it looks like this- Image

and if I try to give my figure a beautiful shape, it's even worse- Image
save photos for web


Does this mean that the very presence of clothing implies the need to give up figure shaping?
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Re: Why do clothes look torn?

Postby Ricardo2020 » Wed Aug 21, 2024 4:39 am

The explanation for this problem is rather long and drawn out if taken into the details of what and why. Long story short, it is caused by the cloth mesh colliding with the skin mesh. It happens when the cloth has not been made so that it autofits (stretches) to cover the skin. This part of cloth making is very complex.

There is a setting under the Geometries/Clothes tab named "Hide Faces Under Clothes" which causes the cloth to restrict the body underneath to whatever shape the cloth was made to scale with body size. Some assets are not made to do this scaling, and so they tear when a body other than a Barbie/Ken figure is called.

In other words, not all assets scale in MakeHuman due to the way they were created and which features were programmed into said asset. The workaround is to move up to the MakeHuman plugin for Blender 4.2 (MPFB2) and use its ability to get more clothes to fit bigger bodies. I do BBW/SSBBW figures and clothing is slim pickin's in MakeHuman but I can get many of them working in Blender with MPFB2.

If you still cannot make a garment fit, Blender lets you make your own using the plugin and the mighty power of Blender. Be warned that, if you want to do it in Blender, it helps to have at least 16GB of RAM and 4GB of VRAM, with 32GB and 8GB being better numbers for faster renders. You will also want to have at least 4 cores and 8 threads at 3.5GHz or more, with more being better and faster.

Thus, most folks will stick with the MakeHuman Community program because it runs on smaller machines quite nicely. It is also a relatively young program when you consider its version number. When version 2 comes out, we should begin to see a larger feature set similar to tho one found in Blender. We should see similar improvements to MPFB as well.

So, do not give up modelling because the clothes do not fit your model. Instead, explore new ways to make them fit. The tools are already out there, but they are harder to learn and use until you work with them a bit. Then it gets easier. I still need both programs for what I am doing, but I find Blender and MPFB to be easier as I go along. I am currently on my third big beautiful woman model made in this setup and I am beginning to see very realistic results.

I have also begun importing some of my models made in MakeHuman. Those are more of a challenge because of differences in the way weights are handled. You could say that the Blender setup has a lot more horsepower, and the results are well worth travelling the steep but not impossible learning curve.
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Re: Why do clothes look torn?

Postby joepal » Wed Aug 21, 2024 7:14 am

I'd say you have two different problems; The fitting and the lack of a delete group.

The fitting is based on matching one vertex on the clothes against three vertices on the body. In order to do this match, all vertices must belong to the same vertex group (ie exactly same name on both body and clothes). By playing around with vertex groups you can optimize which clothes vertices scale with which body vertices. For skin tight clothes, you will want to match against the body itself. For loose clothes you will want to match against the hidden helper geometry instead.

The delete group is a verte group named "Delete" on the body. This is which body vertices should be hidden when the clothing is equipped. This will prevent poke through to be visible.

Other tips is to model clothes for the character form it is intended for rather than on a generic doll, and to not use very high poly clothes. By modeling for the appropriate character to start with, you can avoid some strange deforms. And very high poly meshes tend to look a bit ragged when deformed.
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Re: Why do clothes look torn?

Postby Juli_usa_rus » Sun Aug 25, 2024 9:13 pm

Ricardo2020 wrote:The explanation for this problem is rather long and drawn out if taken into the details of what and why. Long story short, it is caused by the cloth mesh colliding with the skin mesh. It happens when the cloth has not been made so that it autofits (stretches) to cover the skin. This part of cloth making is very complex.

There is a setting under the Geometries/Clothes tab named "Hide Faces Under Clothes" which causes the cloth to restrict the body underneath to whatever shape the cloth was made to scale with body size. Some assets are not made to do this scaling, and so they tear when a body other than a Barbie/Ken figure is called.

In other words, not all assets scale in MakeHuman due to the way they were created and which features were programmed into said asset. The workaround is to move up to the MakeHuman plugin for Blender 4.2 (MPFB2) and use its ability to get more clothes to fit bigger bodies. I do BBW/SSBBW figures and clothing is slim pickin's in MakeHuman but I can get many of them working in Blender with MPFB2.

If you still cannot make a garment fit, Blender lets you make your own using the plugin and the mighty power of Blender. Be warned that, if you want to do it in Blender, it helps to have at least 16GB of RAM and 4GB of VRAM, with 32GB and 8GB being better numbers for faster renders. You will also want to have at least 4 cores and 8 threads at 3.5GHz or more, with more being better and faster.

Thus, most folks will stick with the MakeHuman Community program because it runs on smaller machines quite nicely. It is also a relatively young program when you consider its version number. When version 2 comes out, we should begin to see a larger feature set similar to tho one found in Blender. We should see similar improvements to MPFB as well.

So, do not give up modelling because the clothes do not fit your model. Instead, explore new ways to make them fit. The tools are already out there, but they are harder to learn and use until you work with them a bit. Then it gets easier. I still need both programs for what I am doing, but I find Blender and MPFB to be easier as I go along. I am currently on my third big beautiful woman model made in this setup and I am beginning to see very realistic results.

I have also begun importing some of my models made in MakeHuman. Those are more of a challenge because of differences in the way weights are handled. You could say that the Blender setup has a lot more horsepower, and the results are well worth travelling the steep but not impossible learning curve.



thank you for the answer!
yes, I definitely pressed that button and now the holes in the clothes are not so scary) but they are still there

yes, I was planning to transfer it to blender. please tell me, should I transfer the person in clothes with holes to blender as is, and then correct them there, or should I transfer the naked person to blender and then look for clothes?

or should I just not worry about the holes, prepare everything and correct all the holes in the clothes in blender?

I don't know yet, I'm just learning the software.

thanks again for the answer.
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Re: Why do clothes look torn?

Postby tomcat » Sun Aug 25, 2024 10:23 pm

Juli_usa_rus wrote:or should I just not worry about the holes, prepare everything and correct all the holes in the clothes in blender?

I do exactly that — fixing garment missteps in Blender.

MakeHuman is not a program that always “does well” at once — usually, what you get requires manual tweaking.
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Re: Why do clothes look torn?

Postby Ricardo2020 » Mon Aug 26, 2024 4:27 pm

I have found that a model imported into Blender from MakeHuman is best left naked in MakeHuman and then imported into Blender to be clothed. I actually learned this by trial and error. It appears that Blender has a much better math engine for calculating weight and motion. Some clothes still present poke through but they are easily modified to get them to fit in Blender whereas MakeHuman does not have this ability to adjust the clothes.

To get clothes to fit without modifying them, the model must be rigged first, with the default rig being the one that works best since it is the same rig used in MakeHuman. Then the clothes can be refitted to the model skin mesh. Even then, some clothes will still tear. These will need to be adjusted in Blender using the sculpting tools. I have not learned how to do this part yet, so I stick will assets that will fit. In Blender, most will work, but some do not.
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