Transcripts
1. Introduction: Hey guys, do you
find it difficult to sculpt are modeled clotting
for your characters. Would you like to
learn a really nice, optimized and efficient
way to do so. If that is the case,
then I welcome you to the next suits Complete Guide
to marvelous designer 11. My name is Abraham Leo. I'm going to be your instructor
throughout this course. In this course we
will be covering all the different tools that we have inside of
marvelous designer. How to create patterns, textures, how to use materials. But not only that, I won't be teaching you the principles
and the basics of the tailoring world so that
we can translate all of that knowledge seamlessly
into those assignments. Throughout this course,
we won't be covering marbles, interface,
pattern usage, principles of tailoring,
medieval Cloth thing, procreation, textures,
rendering, and much more. This course is made
out of six chapters. The first five chapters will
contain exercises that will guide you through the
different creation of garments and
it's at the front. Those assignments, we will do basic stuff such as stresses, is school uniform and then
some advanced stuff like a military outfit and
some medieval guards. After that, in chapter six, I'm gonna show you several
techniques that you can use to bring up
the clots that you create inside of marbles
into different softwares to make them even better
for her portfolio. This course is aimed at beginner level students who
wanted to learn the very basics of the
marvelous assignment or injuries we're gonna be
covering everything from 0. You do not have to have
any previous experience. However, for chapter six, having any experience
on any other truth, the software such as ZBrush
Blender or substance painter, will greatly benefit the
content I'm gonna be teaching. Other than that,
make sure to have marbles assignment 11th, the latest version
and your ribs. Go. Join me and learn how to create
amazing clock in no time.
2. Interface Overview: Hey guys, welcome to the first
video on this new series. Today we're going to
start with Chapter one. We're gonna take a quick
look at the overview. We're gonna take a look at where all of the main buttons are. And this is the first
thing I wanted to talk about, which is
the Settings step. Every single time that you open. Marvelous signature
gonna get this unless you check
this one of course, the most important thing
is to make sure that you have things properly
set up right here. More often than not, you're gonna be working
with middle meters. That's the standard
fashioned approach. Again, more often than not, we're going to keep it like
this, especially if you're on the, what's the word? Not the imperial system
but the metric system. Now, I personally
changed my view controls to Maya
just because I'm used to the Alt and the
three clicks movement, if you want to use
a different one, feel free to do edges. Keep in mind that
throughout this course and we're gonna be using the
Maya and the Maya center. Now, I am going to check this
so that we don't have to see at any other time and
it was gonna hit. Okay. Now we are using
marvelous designer 11, which is a new revamp of the marvelous
designer interface. And there's a couple of things that might be a
slightly different, especially if you haven't
seen marbles in a long time. First of all, of
course, we're gonna have all of her menus up here, which we're gonna be able to access all of the
different things. If you ever find yourself
trying to look for something down
here and you can't find it, go into the menus. And more often than not, you're gonna be able to find
it a little bit easier. So anything related to avatars
going to be right here and the related to the 3D
patterns or to the patterns, everything's gonna be up here. So every single shortcut
you see here has a button up here
on the panel use. On this side, we're gonna
get the library by default. And this is one of the
cool things now you can change it, this
elements right here. So any of the little blocks
that we have right here, we can change to something
else by default, et cetera, library 3D window to
the pattern window, fabric and the
probability editor. I personally like
working this way, but we're gonna be changing
certain things later on. For instance, the
button, button holes, stuff stitch and
stuff like that. We're gonna be changing
things over here. At any point you can
just click any of these bonds are going
to pump this thing out. Now you can have multiple
windows, for instance. Let's say we want to work
with the history over here. And maybe if you have
a second screen, you can bring this
somewhere else. You can close this, of course, feel free
to customize if at any point you are
lost and you want to go back to the
original just here, settings and preferences and
reset to default layout, that's gonna be your UQ. To go back to this view
that we have right here. Over here, two important things. We have the general
and we have the store. The store is a
relatively new addition to marvelous designer
where you can get a lot of different
garments that might feed the characters
that you're working for very, very, in a very fast way. Now you're taking this course because you want to
do your own garments. So probably you're not going
to be using this as much. Just keep in mind that
there's there right here. Now here in the
library, we do have a couple of things that we're
gonna be using quite a bit. For instance, the avatar
section right here. If you double-click
the aperture section, you're going to get
into these areas and we have five different
averages we can use. We have female avatar, which are these two once
by default, by the way, this ones, you might think that you need to buy
them or something. No, it's just that
they're on the cloth and you need to download them. They are not downloaded the by default to save a
little bit of space, but if you want to download
any of these ones, feel free to download
it and use it as well. All of the arbitragers
will have different hairs, different impulses for emotion, shoes sizes, stuff we're gonna be working with pretty
much everything in default. So just keep that in mind. There's five different avatars, the female, the
male, the sensor, which is this strong guy like, look sort of like a bodybuilder. And then we have the stylus, which is a little
bit more like anime and the mean proportion,
this one right here. In our case, we're gonna be
working with the female and the male again in most
of the exercises. However, later on, I am
going to show you how to import your own
avatar and work width. Another thing that
we're gonna be using quite a bit are the fabrics. Here. There's all of these different
fabrics that you can use. A lot of them we'd
like nice colors and patterns like a Then
them over here, that's then m, we have
this sharp effect. So there's a lot of really, really cool patterns that
we're gonna be able to use. And again, remember all of these ones that you
see right here, you can still download. You just click on any one. Like for instance,
let's say I like this, like rebutted effect. Just click on this
little bond right here. And as long as your
license is active, you're gonna be able to
download directly for the service and it's gonna be on your computer from that one. Yeah, that's pretty much it
for the for the library. Now, the three-day
window over here, let me go to the avatars and let me select just the
female arbitrary here. Double-click. This will load the
aperture into our scene. And the 3D window
over here is gonna be our main way to view how
our clots are stimulated. I know that this is
a little bit basic. So if you've already heard
of all of this elements, we can move onto the next video. That's fine. But I am
gonna be touching or I'm gonna be talking
about a couple of important things here as well. So in this 3D view window, I'm gonna be moving
with Alt and click to rotate Alt and middle
click to Penn, and finally Alt and
right-click to zoom. You can also use your
scroll wheel, of course, to zoom in and out of
the character view. Now there's a couple of very
interesting things up here, which are the different types of elements that we're
going to be able to see. For instance, this one
here is what or not. We want to have a nice
render like this render, as you can see, it
looks way, way, way, way nicer than this one. This one that looks a
little bit like Lambert. And this one's not
gonna look as nice. So when you turn this on
you, you're going to get this quality render pretty
cool 3D garment display. Once we have a 3D garments, we're gonna see options here
that are going to allow us to visualize other elements inside of our
garments right now. We don't have any environment. Let's add one real quick. I'm going to go up
here to garments and we have this
t-shirt right here. I'm just going to
double-click and we're gonna talk about garments
later on both you're able to just grabbing
the element and imported into the scene
very, very fast like this. And now if I simulate, click this little
arrow right here, you can see that
the shirt is like falling into the character and I can move it around and stuff. This is the magic of marvelous. This is what we're
gonna be exploring, how to create all of
these different elements. Let me reset the 3D. Not not that one. I'm just control C. There we go. Because he'd seem to
late and that's it. So now the shared is following on top of our,
of our character here. Now that we have a garment, we have options here
for the garments. So we can see the seam lines, we can show internal lines and it might be a little bit
difficult to visualize. But if you see that there's
a little yellow icon, that means that these
things are like you're visualizing the elements
if you turn them off. So for instance,
if I say this one, I'm turning off the garments
so I'm not seeing anything. If I don't want to
see the seam lines of my element or I don't want to see the pins are the threats
or any of these options, you can turn all
of those guys off. There's also show topology, which in this case it's
not going to really show us anything because we
don't have any topology. We haven't read topologies,
the government. But yeah, now on this one, it's about the buttons, piping, sorry, pipe banks, bonds, gifts, and shrimps. Those are other elements of the government that
we're gonna be using. This one, this one's a really important the avatar section. On the avatar section,
very important. Click it. If you don't click it,
sometimes the mouse doesn't like registered, so you need to click it and now you're gonna be
able to access it. So arrangement points are gonna be really
important for us. So I can just click
this here. There we go. That's really weird. For some reason my arrangement
points are not showing. We can do X-ray joints
which are going to allow me to CDE the
bones themselves. Later on we're gonna be
able to post our character. Oh, it's because I've
been stimulating, of course, I wasn't feeling it. That's why I can see
it. So let's go here. Let's turn this off and off. Arrangement points
are arrangements are specific points that
you wouldn't normally use to position certain
pieces of patterns are closer to your
character so that you don't have to manually
move things around. By the way, to manually
move some things, you just click on the pattern, which are these
things right here. We'll talk about them
very, very soon. And then you just click any of these arrows and
move them around. Right now this banners
are already in 3D view. But if we were to
press this bond right here and reset it
to the arrangement, you can see that there
are now flat like what we have here on the
2D pattern window. And if we wanted to move
this, for instance, like this guy and position it on the army, it will be
a little bit tricky. That's where the
arrangement points are for. Just click on one pattern and then you click on
an arrangement point. And as you can see, it goes
where it's supposed to be. For instance, we click this one, and then we click this one. There we go. And then we click this one. We click back here
and there we go. So it's a lot easier
to find this now, they only work with the default avatars when
you import a networker. I believe there is a way to create this sort
of pattern points, but this one's work
a lot better with the basic avatars
that we have here. So now when we see them late, it's exactly the same thing. You can pause or started
stimulation with Spacebar. It's gonna be one of the
shortcuts that we're going to be using
quite a bit Spacewar, when you click space
where you're gonna run the simulation and now you
can just move things around. There's three types
of simulations. By the way, you have
fast using GPU normal, which is the default using
your CPU most of the time. And then fitting which is gonna
be the most accurate one. Normally you want to use this one unless you
have like a really complex that you want
to go a little bit faster than faster CPU is fine. But for me I find the normal, the normal resolution
is more than enough. So continuing here with the viewport things and the other one that I
wanted to show you, this one, X-ray joins. If you have a like a
like a Rick character, you can actually select
the joints and move them around to pose the character
into different poses. And that might be also
useful later on if you want to do a specific
clothing patterns and stuff. So yeah, that's the X-ray
room or click X-ray Joints. I went to measurements. It'll tell you how long or wide each part
of the character is. Again, quite, quite nice to see, but not super useful because we're gonna be
doing a lot of like freehand drawing over here.
So just keep that in mind. We have the arbitrary
line, that's fine. And then the fitting suit, which will be like a mannequin, which again, not really
necessary for us right now. Now on the garments, this is one of the last parts of this first video
on the guardsman. There's a couple of
things that we can do. We can change this
to another surface. Right now. We don't need that. We can do opaque surface if we're Once he didn't
transparency, we can do mash to CD
topology of the object, which again see how it
kind of bounces up and down because you can't have
both of them like selective. You can do a wireframe unshaded, which is very similar to like
other treated softwares. In this case, I just wanted
to do like texture surface, extra surfaces, usually the
one that we use the most. Other than that, I mean, we have this one which
is the pressure points, which are the points that
are touching our character. Useful to know where things are hanging or
like attaching to. And then this one's really
cool to strain map, which is going to
show you what parts of the cloth or relaxed, just like free-flowing and which parts have a
little bit of tension. So you can see here
the color range that the redder it gets, the more tension there is. Right now. There's not
a lot of tension here. And this is very important, especially if you were to
do this for production. Like if you wanted
to actually create the patterns and new
clots in the real-world. If you see things are
really, really pressured. That means that the character
won't be able to move because it could just snap
this teachers good snap. So usually, usually you want to keep your gradient on
the pressure points. As nice as possible. So that's the pressure points. Then this is the shader
for the third character. If you want to see the texture
character or just a mesh. And this is just a shadow
and stuff, just other, other basic stuff about the three windows that
we really don't need. So that is the 3D window.
Now, other things that we have here in
the 3D window are all of these elements over here. We have the selection
which is gonna be super, super useful when we're gonna
be using this quite a bit. Shortcut is the letter
Q, very similar to Maya. And then we have
all of these ones, and unfortunately most of them do not have a shortcut now yes, you can go into preferences
and change that. But since there are very few tools here
in marble designer, like what you're
seeing here, That's pretty much all there is. It's interesting sure to click and select the ones
that you want. So we have the select brush
or select movement elements. We have pins, we have
the reset arrangements, we have the folder arrangements, we have the fitting suit, we have the sewing tools,
the topology tools, the line tools, the texture
tools, button tools, separate tools, PIP pilot, piping tools, press Tools, and a measure tools. Those are all of the
different tools that we have here on the top over here. Now this is a different window. This is a 2D pattern window. And a very interesting fact
about the 2D pattern window. You can only have one
2D pattern window. If I were to bring this out and I wanted to create this
A2 and para winner. It won't let me, it will
just bring it back on. Why? I don't know it's
part of the, part of the programming here instead
of marvelous designer, but you can't have more than
one to the pattern window. Now, the 2D pattern
window, as you can see, it has a shadow of your
character or any object that you might import here into
marvelous designer. And they will allow you to,
of course, like measure, thanks and make sure that they
fit as nicely as possible. Now, this is our main workspace like this is where we're gonna
be doing most of our work. And then we're gonna see
how Oliver work of measures and assembles together here on the 3D view anytime for us, if I go here to
the rectangle tool and they create something new, anytime I add a pattern, these are called patterns. They will be added here onto the window
and we're gonna be able to position them and use them, and of
course seemingly them. So if I similarly this, you can see that we
have this sort of like hanker shift and it will react to the body
of the character. So we can do, of course, interesting
things with that. So that's, that's how
the software works. Overall shape or
in an overall way. You will be creating patterns. And then we will be making adjustments and modifications
to those patterns. And then we will seemingly those patterns here
on the 3D window. The most important thing I
wanted you guys to know about the 2D pattern window is all of the different elements
that we have up here. So we have these
transformed pattern, which is a, another shock of the we're gonna
be using quite a bit. And then we have
the edit options, creation options, polygon
rectangle, an ellipse, internal line options,
the other fitting, which is a relatively new
feature, Very, very cool. In this case what it does, it'll try to fit the
patterns to the size of your character in my adjust the size so that it just
looks a little bit better. The sewing tools
that topology tools, the steam to the
same taping tool, the texture tools, the pleads
tools, very interesting, that one where we'll
go into later, the top stitch tools and
finally the show high modular editing,
monitor, modular editor. So yeah, those are the main tools that
we're going to see here on the 2D pattern window. Over here, we're going to
see the suing display, the pattern display information, display, the mesh display, very important to see through. So in case we want
to see through and trace like a pattern
or something, we can go here and say, hey, I want us to be a
transparent surface. The pattern is still
going to work the same. We're just gonna be
able to see through it. I normally like to do texture surface and then some
box that we're gonna have. So yeah, that's pretty
much the pattern window. Finally, this is another
window when they talk about, because again, we're gonna
be using it quite a bit. Right-click on your
3D view and you're gonna get this
simulation properties. The simulation properties,
as you can see down here, are the way that
this thing is being calibrated in order to generally like all of
the different effects. So right now if I simulate we have a certain
amount of gravity, we have a certain amount
of, of wind speed. For instance, we have
a certain amount of elements on the Cloud that are gonna make it
react in a specific way. Again, right-click and
simulation of properties. So if you want to
change the gravity, if you want to change
the number of CPUs, if you wanted to
use GPU simulation, all of that stuff is gonna be turned on this eye right there. So very, very important. It's kind of like hidden
because you don't really see them unless you go into
this right-click menu. There's a lot of
Right-click and managed by the way here instead
of marbles designer. So I get used to that
because we're gonna be using a lot of different
objects, options. And those right-click menus
are context sensitive. So if you're
selecting a pattern, you're gonna get
certain options. If you're selecting a segment, you're gonna get other options. If you're selecting a point, you're gonna get other options. So yeah, it can get tricky, but don't worry,
we're gonna take a look at every
single one of them. Now, finally, I want to talk
about the property editors, which is when you
look at pattern, the panel Lord, pattern will also have its own
property editor. So there will be
physical attributes linked to this pattern
into all the patterns, of course, based on the simulation properties
that we have here. So there's two ways to change your simulation on the pattern itself and of course on the simulation
properties right here. Yeah, I think that's pretty much it for the interface guys. I normally work
all of my courses. We normally work on the
stock like interface. We don't do any sort of like
customizing or anything. So that's pretty much it
for this first video. In the next one, we're
gonna be talking about the basics of fabrics. We're gonna talk about
the important things that we need to understand
about the different factors. So hang on tight and see
you back on the next one. Bye bye.
3. Cloth Properties: Hey guys, welcome to the
next part of this series. Today we're going to continue
with the cloth properties. So this is where we left off just a quick overview
of the interface. Now it's time that we talk
about how the world works or how the cloth works here
inside of marbles assignment. First of all, as you
can see right here, this is a very common issue. This happens when the cloud is not like calculating properly. Now this could be due
to one thing and you remember that I changed
the simulation properties, any relation properties to use GPU, I'm going to uncheck that. I'm gonna let this just the CPU. The CPU tends to be more exact while to GPU
tends to be faster. So depending on the kind of approach you want to have for
your own garment creation, you might want to use
one or the other. How does this work? Well, the way marvelous
designer works. By the way, there's
another sister program called Khloe 3D, which is a little bit more geared towards people that are
doing this for production, for actual production of
the garments in real life. In our kids, this
is perfect for VFX and in both of the Lambda
and both of the software's. The way this works is by using this thing called the mesh. The patterns that we create
here get triangulated very similar to the estimation
process inside of ZBrush. They get triangulated and
those are the triangles that gets simulated the inner
workings of the software. Similarly, this thing to create the folds are
wrinkled and a lot of different things
that we normally see here instead of
marvelous designer, the way we're gonna
control this is by using this thing called
particle distance. Now, keep in mind that this particle distance
is set in millimeters. That's why it was
very important for us to set this
proper measurement. And what this means
is that there's gonna be two centimeters. Triangles are gonna be two
centimeters from each other, 20 millimeters, of course
it's two centimeters. If we want more
definition on our mesh, we're going to
decrease this number. This is a little bit like, I know it's a little
bit like ironic most of the times when we want more,
well, we increase number. In this case, we need
to reduce the numbers. Who if we go all the way
down to ten, for instance, what's going to happen is now we're going to have triangles. We'd only one centimeter
of this since, but see what happened here. And I only got to change on this particular
patterns right here because these were the
ones that were selected. And as you can see, there's a little blue
line right there. That means that they're
linked together. Whatever happens to one of them is going to happen
to the other one. Here, as you can see, I changed the
resolution down to ten and it only affected the
patterns that I had selected. If I want all of the
patterns to be effected, then of course I select all of the patterns and lower
this down to again, something like a ten. There we go. Now, of course, the
more triangles, the more computing that our computer is
going to have to do. And sometimes it does lower, the simulation is going to run. So if I hit Run now,
you can see that yes, I can get way more
wrinkles as you can see there when
were false and stuff. But it's definitely taking
a little bit longer. Usually the way we work
when we're working with garments is we start with
a low particle distance, or in this case a high
particle distance having big triangles. And as we are refining
more and more, then we get into lower
and lower numbers. However, this has a
little exception. If you're working
on things that are really small, like,
I don't know. Let's say we want to create just a piece of fabric
like small piece of fabric that's like this long because we like a ribbon
**** or something. And I want this thing to simulate the shoulder
of the character, like kinda like
just laying there. Well, the problem is this thing has the vertical
distance set to 20. And it's such a
small object that if I take a look at
the wireframe here, here, you're going
to see that we have very, very few triangles. So when we simulate, yes, this thing is going to flow
on top of the character. That is not really going to give us something that
we would expect to see from a river or something because there's
not enough detail. So for small pieces, you can actually go
really, really small, three, for instance,
then you can see that we get super,
super fine detail. And that's going
to allow us to get a little bit more details and effects out of this little,
little piece right here. So when you're working
with really big pieces, you can have a larger
particle distance. And when you're
working with little small pieces like this one, you can have a lower
particle distance. That's usually the way to go. Otherwise, it just lowered the particle distance
at the very end of the garment production so that things like flow
in a better way. Now, other than that, there's a couple of
things that fabrics have, old patterns have here. Let's go texture. Now they're going to
dictate how they simulate. If I select everything
right here, you can see that the other
than the particle distance, we also have this
thing called shrinkage weft and shrinkage warp. This has to do a little
bit of width cloth. If you take a look at
the cloth surface, like any closed surface, we know that most textiles are different types
of fabrics are different types
of filaments that are sewn together
are needed together, together in an
interesting thing. So we have nylon,
which is plastic, we have cotton, which is
methyldopa, well cotton, we have wool and the cloud
like the fibers of the club, have the tendency
to either shrink or relax depending on the type of property or the type of
material that we're using. The weft and the warp are a property of the
claw that's gonna try to either shrink it or
let it just like go out. So if you went to have a
really form for that cloth, you're probably going to lower, in this case, a shrinkage weft. Now the way I remember this
as a warp as in Star Trek, beam me up, Scotty,
stuff like that. So why did you go up and down and then weft kind
of sounds like left. So it's left and right. So. Shrink is href is going
to move the tension or the stretching of the
cloth from left to right. And warp is gonna go
from top to bottom. So you can see if I
lower this to say 15, they simulate the Cloud is
gonna become much shorter, like, uh, like atop skins. See how this gives me this
very interesting effect, which might be something that you're going for your garment. But of course, 50 is
way, way, way too much. So let's set this at night. And this other one will
do the exact same thing. I'm going to
exaggerate it again. I was gonna do it
from left to right. So as you can see, it becomes
very light, skin tight. So if you're doing some sort
of like leggings or like, I don't know, some sort of like a diving suit or something where you want
things to be really, really close to the body, then consider using shrinkage, weft to really bring
it in towards the body or shrinkage warp if
you want to create this or like up and
down a variation. Those are two properties that we can change here on the fabric. Now this thing right
here that we're changing our
affecting this thing, the fabric number one, if I were to add a new fabric by just clicking
this Add button, you're gonna see
that this Add Fabric also has parameters, especially over here like
on the physical properties. We also have stretch,
warp, stretch, weft, and not all the father of
things, bending, bending, walk, anywhere of shears,
etcetera, etcetera, etcetera. Now written out, I don't
want to focus on dose once. Right-click and delete this one, I want to focus on
the basic ones. And again, this are the pattern specific
things to patterns, specific elements
that we have here. Then the fabric itself will
have its own little elements. So by combining both of them, you're going to achieve
different results in this case, let me just control C to bring this thing back to a 100th. Let's say a 100. When you see red number in here, that means that the
attribute is different. So that means that you
might have a 100th year, but some other piece
has a different number. Very easy way to know whether
things are equal or not. Of course, there's gonna be parameters like the
name and stuff that are not going to have to
same, the same attribute. But most of the times,
especially if you're doing like a piece
of the same fabric, everything should be
pretty, pretty similar. Now, as I mentioned, we have it, this fabrics up here and this fabric has helped
things such as the color. So you will not
have like a, like a red t-shirt or a blue T-shirt. You can change your red here. We'll talk about textures and materials later
on a little bit more. We also have something
called the presets. So, you know, for
instance, Denham, the things that genes
are usually made out of, It's a lot stiffer and it's
a lot like harsher than, for instance, cotton or silk. So those properties would
be very difficult for a normal artists to figure out and find the
perfect example. And that's why thankfully,
we have presets. So if I were to create a
new fabric right here, you're gonna see that down here on their
physical properties, we have all of these presets. Normally all of these presets are the materials
that you download, such as this one like this RIP. Remember, we download this
one on the last session. We have this leather, we have this neat and you can always go back up here
into the fabric section. For instance, if
I type in denim, I double-click a, an element, this object will be
added to my fabric tab. Remember if you have
your fabric tab, you can go here and
just check it out. This one, you just place it exactly where
it's supposed to be. Like just drag and drop it on the particular asset that
you're working with. And you're gonna sit now, we
see we have a denim shirt. Now if we simulate, the denim is going to behave
slightly different than, let's say silk for instance. So let's go for it, silk now. Let's just
double-click the silk, which again we're going
to add right here. You could also just
grab everything and just assign just here. Just grab everything here, like the material and
just hit the sign. There we go. So
now everything has the survey that's
using the same fabric. So let me delete this one.
Let's go to the silk. Let's change the color. There we go. I
will just drag and drop a change the color. There we go. So a nice red silk. Perfect. Now we have the SOC
and if we simulate, as you can see, the silk
will be a lot smoother. We'll get more wrinkles and
we'll get a different sort of behavior because the
physical properties of the cloth will be
slightly different. And that's pretty much the
basics of the clothing system, like the proper settings, however, and this is one
of the things that I like. I like and at the same time I find really challenging
about the software. The software is
rather easy to use. I'm going to create a new scene. Rarely hear. The software
is rather easy to use. There's not a lot of
things were a lot of tools that are inside
the element above. The problem is not
the tools themselves. The problem is that
we actually need to learn things about how to be a proper Taylor to really utilize and maximize the use of all of these tools
that we have right here. It's not just about going
here and creating patterns. And that said that there's a lot of things that go into it. I'm going to go into avatar first and I'm gonna say delete out all avatars and we're
gonna talk about patterns now. Here on the 2D pattern window, we can create
patterns and there's only three ways to
create patterns. Instead of, instead of Marvel designer, a
polygon pattern, a rectangle pattern and lifts or create patterns out
of other patterns. The polygon pattern,
as you might imagine, is just to click several
points in space. And depending on
where you click, you're going to create
this shape right here. Now remember the
measurements that juicy here are in millimeters. So if I create, for instance,
this line right here, which is 2326 millimeters. That will be two meters
and 32 centimeters. Okay, just move the
decimal point once towards the left
and that's gonna be your measurement in centimeters. So be very mindful
because remember there'll bigger the cloth
them more triangles, the more computational
power you're gonna require. Now, you can play appraise backspace if you're drawing
points and then you miss 1 there you draw
something that you don't like. You can just press
backspace and that's going to delete the last
point that you created. Do not do Control-C. I do control very often
because I'm used to other softwares and that's
going to remove everything. So be careful with that one. Then we have the rectangle
polygon with, again, very simple to just drag and drop and that's going
to create a rectangle. Very easy, very simple. Now, if you click instead
of drawing or dragging, you're gonna have
this option to create this specific size
rectangle which you can select here, the
width and the height. You can actually create several of them as
you can see here, the interval and the angle. So for instance, I say, Hey, I wanted like four
or five of them. Look at that. We get several of the same time. So that's a little bit more
useful for pattern and stuff. But for now, just drag
and drop and right-click to create two different
types of polygons, sorry, normal quick,
it's just normal. Click, hit Cancel. The other one is the ellipse. And very similar, you can press and drag to
create an ellipse. If you press shift, there's
gonna be a perfect circle. Very, very important. Those points that are
seeing right there, those are the sections. So you're getting the number
of each individual section. The other thing, of course,
if you can just click again and you can select
either diameter or radius. If you know exactly how big
you need your parents to be, you can just input it here
on the creation process. Now, in the world of
the polygon tool here, there's one more thing
that's very, very important. And actually this is gonna
be the first exercise for this, for this video. In this one, you
can't adjust or army, you can just add points. But patterns are
usually not super hard. Sometimes you're gonna
have some nice curves. How do you create a curve
by clicking and dragging. If you click and drag, you're
gonna create a curvature. You can also press
Control and just click or Control
and click and drag. That's the, That's
another way to do it. However, as you can see,
it's a slightly different. If you do control, you're not going
to get the curve. And if you, if you
click and drag, click and drag, you're going to get this
sort of the Sierra. If you're a little bit more
used to working with vectors, you might want to use
this one because you get the splines are
the little handles. If you don't want to work
with those handles and you just want to work with
normal curvatures. Just click Control
and just track. So just barely similar. Sometimes for certain
things I preferred the handles and for other
things I prefer this one, especially because sometimes
you're gonna go into the edit point and when
you have the handles, it becomes a little bit
difficult to manage. In this case, it's
just a little bit, this is just move the pointer where you
want and the curve is going to behave closer
to what you expect. Now we're gonna do
a little exercise. And again, as I mentioned,
this is gonna be one of the first garments did
you're gonna be creating, which is not that Carmen itself. It's actually a
heart-shaped pillow at the time of this recording, we're kinda close to
when Valentine happens. So I thought it will
be a cool idea. In the world of tailoring, there's a lot of things
that are cold patterns. Patterns are just a way to
get an idea of one cuts. You need to agree the
specific garment. Now, we're gonna talk about the patterns a little bit
more indefinitely there. And because there's
a lot of information here that we need to process. But one thing I just wanted
to make sure that you understand this works
for the real-world. In the digital world, we really don't need
patterns as much. Think of them more as a
reference rather than hard, like a reading down
rule or something. They're more like an idea. What do you need to do to import a pattern right
here, it's very simple. I'm just going to right-click
and we're going to say to add background image
and then go here. You're going to
look for the file. In this case, I want you
to go into chapter one and you're gonna find
this heart-shaped image. I'm just going to hit Open. Now, don't say okay yet because we need to
adjust things here. Each of squares
that you see here, I believe that's
ten millimeters. So that will be like
once an emitter, this is way, way too small. So I'm gonna change the
scale to something like a 400th to make this thing
a little bit better. Now, more like a cushion SICE, you can change the opacity
if you want to see it very, very faintly or super hard, you can change
this rock here. You can change the
rotation and once you're done you hit Okay? Now, unlike other softwares, once this is in here,
you can't move it. You're going to have
to right-click again, go back to add background image, and then you can
move it around or change the rotation or
scale or whatever you want. But there's no like gizmo
or option to change the ones that you have to access this background image menu. If you'd like, if you
want to clear it or change the image plane, you're
just going to hit recent. Unfortunately, we cannot
add more than one image. So just be mindful of that
you can create, of course, a collage in Photoshop or any other imaging processing
software and embedded. But for now we'll
just just one image. So hit Okay, and there we go. We're gonna trace the
hard right here, right? So we're gonna go to our polygon tool and we're gonna start with, we'll start down
here in this case, I'm going to start down. I'm going to press Control. Just give me a couple of clicks. Pressing control, control is
big for us at this point. And I'm just going to give
it a couple of clicks while we go through
other curvature. Once we hit the middle point, then I'm just going to go
instead of hitting Control. Well, that's my bad
habit of doing. What's the word of doing
control C2, to go back. Control, control. Once I'm about to get there, I'm not going to press Control. I'm just gonna do
one normal click. Because I wanted the
final point to be sharp. So remember when you do
not press Control or drag, you're going to
create a sharp point. And in this case
that's what we want. Yeah, there we go. Now,
one of the big questions, how do we create the other half? Because we're doing this
because we want to save time. We wanted to make sure that we don't have or we're not spending any more time than we need
to copy this retro mirror. There's there's actually
three different ways. The first one is just
right-clicking, Copy, right-clicking or Control V, Control-C, Control-V.
You're gonna get this. Unfortunately, this is
not the proper way. Yes, we could flip it, but it's not gonna be exactly. What you want to do
is just Control C. And then there's mirror
paste with the shortcut is Control R and it's
gonna mirror pays this, Control C and then
Control R. And it's going to mirror pays
this to the other side. Then we can show these
two pieces together using the sewing tool segment sewing and just connect from
one side to the other. We'll talk about the
song into a little bit more very shortly. That will give us our
heart-shaped pattern. If we simulate, you
can see that we get this just to flappy little
thing here in the heart of the shape and the form of
ship in the shape of a heart. Sorry. Yeah, I mean, that's
that's looking like something but not really
what we want, right? Like I didn't really want
to have a seam right here. Normally if I were doing
this in real life, I will have the full thing. So the easiest way
to mirror a shape is to go here into the
Edit Pattern Options. Select the inner line, right-click and select
this option called unfold. Unfold is pretty
much like mirror. We just unfold and we're gonna get the same shape
on the other side. The disadvantage of doing this is that even
though this is mirror, it does not share any
sort of like symmetry. So if I were to
change, for instance, this point right here, it's
not changing over here. One thing we can do
to avoid that though, is go again into Edit Pattern, right-click and say
unfold symmetric editing. Now as you can see, we create a seam line down the middle. And if I wanted
to change a point in a specific part
of my garment, Let's go to Edit curve
point for instance, it will change on
both sides a super, super, super helpful because usually we're gonna be
making changes to one side of the character and we don't
want to do them all over again or rebuild or
restage things together. We're gonna have a lot
of like paddle-like. What's the word duplicate editing or just like
connected editing. So when you move one side, the other woman,
it doesn't matter which one you move
with their connected. So super, super helpful
for us. There we go. We have created
our first pattern. Let me just check how
we're doing on time. Okay, We're running a
little bit high on time. I'm just gonna do a
quick little thing here and then we'll,
on the next video, we'll continue with
the details for this one, there's
hardship cushion. This is not the Christian right? This is just a
normal flat thing. I'm going to reset that to
the arrangement by clicking this button right
here so that we're back to this element. I'm going to show you
something really cool. When we went to add
thickness to an object, we need to add
something called a clone over or clone
under option. If you select both
patterns right-click. We have this option right here, which is called a
layer clone over, or layer clone under. What this will do is
as the name implies, it will, what's the word? It will clone the object
will clone the symmetry, but not only that, it will
also stitch them together. If I were to grab this pattern, for instance, and
move it forward, you're gonna see that
all of the border of my pattern is already
stitched together. Now, if I simulate,
nothing's gonna happen. You saw there that he kind of looked like
a cushion, right? It started looking
like something, but then we get the
super horrible thing. Why is this happening? Well, because the marble is, doesn't know that
we want this thing to be filled with something. The best way to fill an
object here in South of marbles is just seeing
something called pressure. So we're going to talk
about pressure again more throughout this course
and throughout these videos. But pressure is just like a positive or negative force that we can add to the garments. And when patterns have pressure and the pressures are opposite on two sides of the pattern, we're going to create a vacuum. And that vacuum is
gonna give us volume, which is gonna be
super, super-helpful. I'm gonna select
this one right here, which is the top element. Let's reset this real
quick. Let's grab this guy. So just click and just
drag, click and drag. There we go. I'm gonna select this path of positive
pattern right here, the one that's on the
front and on the top. And then down here I'm
gonna select the pressure. I'm gonna say something
like five, positive five. And then this one
is going to have a pressure of negative five. The pressure is going to push
the cloth to the direction, to the x-direction, to the,
to their normal direction. So there front-facing element,
depending on the pressure, it's either going to push
it forward in this case, to this side for this one, or backwards in this
case over there. Now, when we simulate, look at this blip, we get this very nice cushion. Now, this would be the
inside of the cushion. We don't have the nice fluffy are comfortable like
cover for the cushion. But this is looking
quite, quite nice. So again, we're gonna be using pressure
quite, quite a bit. You can make this super intense. So for instance, it was
still the simulation. If I say that the pressure
is going to be a ten. And then I say that the
pressure for this one is gonna be a minus ten. And then they simulate
it's gonna be like super, super inflated because there's a lot of pressure in the
inside of the, of the object. Now super important, whenever
you're using pressures, you want to make sure
that the pressure is the same or opposite, but in the same amount
for both sides. Because if you change this just a slightly maybe
this is like 11. What's going to happen is this
thing is gonna start like, kinda like floating around. And especially with
lower numbers, you see this a little bit
more because there's gonna be more pressure on one
side than the other. So you always, always, always want to keep the same
pressure on both sides. Yeah, that's it, guys. I'm gonna stop the
video right here in the next one we're getting
to finish this garment. And I'm gonna be
talking about other basic principles of cloth. Hanging on type, LLC back
on the next one, Bye bye.
4. Cloth Dynamics: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the little cushion that we're, we're doing and we're gonna
talk about cloth of dynamics. Because now as you can see, we do have our little
heart-shaped pillow right here, but I would like to add the
cover and I'd like some fluffy little like a
curvy lines on the side, very similar to
something you would find on a girl's bedroom. The thing here is now I want to create the, the actual cover. This is one of the
principles of chloride. That's why I call this
chapter cloth dynamics. Because we need to
start thinking about a cloth in garments and
patterns as tailors. If I wanted to make a cover for this volume that's heart-shaped, I need to use these
exact same shape, but they need to
make it a little bit bigger so that the covers and fully embraces
this shape right here. So we're gonna select this guy. I'm gonna move it up there. Then I'm gonna
select this pattern. I'm going to say
Control C, Control B, and we're gonna create a
new pattern right here. It doesn't need to be like
live link or anything. This one, it's its
own little pattern. Yes, it has symmetry, which is fine for us, but we don't need it to be
connected to the other one. I'm not gonna
seemingly just yet, I'm actually going to move
this thing to the side. And up like this. There we go. Now I'm going to select this one or actually this one Control C, Control beer as well. I'm gonna go here,
but we have a big, big problem right here. The problem is that one part of our foreign little heart-shaped, as you can see,
it's dark and the other one's white.
Those are the normals. If you're familiar with
any other 3D software, you know that faces usually have one facing site and
that's called a normal. So this guy right here is the normal facing
direction, the white one. If I were to. So this two
together, the soil lungs, we'll have a little bit of
conflict because they would go from the outside
to the inside. And that usually
creates some problems. So for this two particular ones, I'm actually going to select
this one right-click. And I'm going to use this
option called a flipped normal, which as you can
see, it's going to rotate this thing
to the other side. Now, I'm going to
select both elements. So you can see we get
this transformation box and I'm gonna make
them slightly bigger, not super big, just
slightly bigger. Just so that there's
enough room for this guy is too comfortable, comfortably cover
this guy right here. You got to bring them down. I'm going to bring this guy up. I'm gonna do something
very, very cool. I'm gonna grab this
guy, this two guys, and I'm going to right-click and hit this button called a freeze. What freezer will do,
as the name implies, it will freeze that simulation. So this cushion will not seem, it will not fall down. It will be taken
into account for all the other simulations,
but they won't move. Which is very cool because
I don't want to create any wrinkles right now on the
bottom part of the cushion. Now, if I were to
seemingly right now, what's going to happen
is this one, Yes, it's going to fall
on top of this one, but this one is going
to fall all the way down because he doesn't know that it needs to be stitched together to this guy up here. Qc do that, we need to
use our stitching tool, which is this one
the sewing tool. And we're gonna be
using segments showing. Now as you can see,
we have one segment here and we're gonna do
the same one over here. But all surprise,
that's actually not the one that we need
because as you can see, we're putting the super
horrible element over there. We actually have to go from this one to this one over here. As you can see, this one does
work the way it's intended. We don't have to do it on the
other side because we have this light editing
thing turned on. So whatever we do on one side is going to
happen to the other side. Very, very important
to make sure that you're stitching
is straight and the parts that you
want to stitch together are going in the
direction that you want. A very common mistake
would stitching is that you click
this and then you see a couple of lines and you really don't know
which one it is. Usually you want to
follow the same line. So if you click over here, usually you're gonna go here. Because if you go here,
what's going to happen, as you can see here is the stitching is
gonna be reimbursed. So it's going to stick to
this side, to this underside. Which again, that's
something that sometimes you might want for some
particular garments. But in this case we want things to be even so
from here to here. And as you can see, everything
remains a strength. Now if we simulate,
as you're gonna see, we get our nice little cover for our heart-shaped cushion. Careful there you can see that if I tried to move this thing, the simulation doesn't really
know how to handle it. There we go. Now I can select
this two guys again, press a to go into
selection mode, like this two guys right-click
and we can hit unfreeze. But the way the shortcuts are Control K to freeze
and unfreeze. Now this happens like why is my cushion going
all the way over there? Well, because remember we had
the pressure things going on when we duplicated this guys. We actually had the pressures
set for them as well, and we don't want that. And since we flip the
normals for this guy, it's now pushing both
of them upwards. So that's why it's floating
all the way to the infinity. I'm going to set both of the 20. Now when we simulate the
cushion should fall down, it's probably gonna take
a little while to adjust. If this happens, that's like the engine like freaking out. Don't worry, you can go here and try to reset the 3D arrangement. I'm gonna grab this
guy's first and I'm just going to say Control
K to freeze them. And let's simulate the
little cushion first. There we go. Let's keep simulating. Let's make this thing
like fall to the ground. There we go. Then I'm going to
stop the simulation. Grab it, this two guys. Bring them up. There we go. Now let's grab
this pattern right here. This is the upper pattern. Just click careful which acts as your
selected the y-axis. Let's move it so that we match
this as close as possible. It doesn't have to
be perfect because the shape itself will try to correct itself once it goes
where it's supposed to go. That's really weird. Let me, let me grab
this two guys. I'm going to again control
freezing, Control K. Then this guy I'm going
to Control K to unfreeze. Let me reset it to the patterns. As you can see, we already said only the
ones that are unfreeze. Then we push this
guy forward or up, rotate and get it there. There we go as close as possible to the shape that we want. The gizmo, it's a
little bit the friends who other 3D softwares don't, don't get confused
about that one. It's normal control K again on this one to phrase on freeze. And that would simulate, you can see that this
thing actually false, like a pillowcase on top
of our heart-shaped. Now we can again
select this case again Control K to unfreeze and bloop. The thing falls to the ground. There we go. Our little heart-shaped pillow
is working very nicely. Something that has happened to some of my students
when we're doing this exercise is that
the pillow stars, they become a
really, really flat. That might be because
you don't have enough pressure on your,
on your heart shapes. So if I were to go here
and change the pressure, for instance, this
one's gonna be like, I don't know, like one. And then this is like minus one. What's going to happen
is that the thing is going to fall and it's
gonna become flat. Why? Because the what's the word? The the weight of
the clot itself, it's actually generating
some, some problems. Thing we're going
to have to reset the 3D layout once more. Because you can see this
thing is trying to go through the other side and that's
not what we want to cover, didn't manage to
cross the element. So very easy way to do
this is just pauses. Let's select all the
patterns because there are already like pretty much
on the shape that we want. And then just select
this pattern right here. Let's move this forward and
then this panel right here. Let's just move it down. Again. Let's select this guy
Control K. Simulate again. There we go. Little Thing false where
it's supposed to go. And now we can select this guy. So again, and just Control K and the pillow is going to fall. Perfect. You can actually move
this below around like around the scene and
it's going to work just fine. There was a little
bit too much force. There we go. Now I want to add this
like ruffles on the side, like imagine that another piece of clothing going throughout
the side of the element. That's going to work
as a little detail for our pillow here. So to do that, what I'm gonna do is I'm gonna go back here. I'm going to again Control C, uncontrolled beat this guy
to create another pattern. And then from this pattern
I want to create something called an external light or
an internal shape though. So I want to follow the exact same pattern but just extended a little bit more. Very simple to do. I am going to go
into Edit Pattern, grab the pattern and
right-click and select offset as pattern outlet
Also pattern outline. Now this tool right here will
allow me, as you can see, to extend the border of my
pattern as much as they want. So in this case, I do
want to go quite far. So I'm gonna say a
100 millimeters, which is ten centimeters. I do want to create an internal
lines so that I know that I know where the,
Let's go again. Right-click here, right-click,
often pattern outline. So we're going to extend a 100th and we're going to
create the internal line. Very weird. It's not letting me do it. Yeah, that's right
because we have this live linking thing. We have to remove
that Live LinkedIn. So I'm going to
right-click here. And here I'm gonna say
remote linked editing. So now it's just
a single pattern. Now I should be able to go
again into Edit Pattern, transform this or sorry, edit the pattern, go. Select the both pattern lines, one on each side, right-click. And now I'm going to
offer this pattern. There we go. Now I should
be able to say a 100th. We get this. I do want to create the internal light and I'm gonna hit Okay, and what's going to happen
is I'm going to have the exact same
patterns I had before, but now there's an extra light and this is what scheme me, the amount of Clotel I want. I'm gonna select this line, both of them
actually right-click and I'm going to say cut. And so now what this is doing, It's pretty much like removing the border of my pattern
from this shape, this shape we don't
need anymore. I just need this
shape right here. Because what I'm gonna do
as you guys can imagine, is I'm going to be sewing this thing onto this
fellow right here, which is gonna give me the
effect that I'm going for. Now, here's a principle that I want to talk about real quick. About a cloth length. Usually when you have two
pieces of fabric like this and you stitch them together, grab
a different color. If the pieces of fabric are of the same size or
really close in size, then the cloth is going to
flow very, very nicely. We do this a lot with dresses
and shirts and jackets and stuff when we want the movement
to be very, very smooth. However, if you
have two pieces of fabric in one fabric is way, way bigger than the other one. What's going to happen? This? Yes, you can stitch both of them to the same piece,
to the same edge. But what's gonna happen
as you can imagine, the longer piece will have to have a little bit
of more crunchy to it, more consciousness,
more wrinkles, more folds because it needs to contract a little bit to be able to fit on this board right here. And that's exactly what
we're gonna be using to our advantage in
this particular case. What I'm gonna do is
I'm going to scale this thing just slightly more. That discoloration, that little
change that we do there. That's really gonna help. Let me grab all of those guys. I'm just going to hit
Control K to freeze them. And then just recently UI layout so that
we get this clean. Let's bring it closer
to our heart shape. Like this. There we go. Now we need to, so
this element together. Again, there's a couple
of ways to do this. We can use our second
sewing and say, Hey, I want this guy to be sewn to. This guy. Looks good, it looks good. And this guy to be sewn to
this guy, actually, this guy. There we go. That looks good. And
if we seemingly, even if those things are frozen, we can simulate and this
thing, as you can see, we'll go exactly where
we're expecting it to go. Let's go. In their career,
That's very nice. Ruffles all the way around. So yeah, that's working nicely. However, when they show
you another little tool that we're gonna be
using quite a bit, which is called the
free sewing tool. And the free sewing tool
especially works especially well when the parents are not the exact or the segments
are not exact. So you just click on one side, go across all of your
pattern and click, and then click where
you want to go across the whole pattern and
click, as you can see, it gives us the
exact same result with the advantage
that it's a little bit like easier because you
just have to do this once instead of doing two segments. Right now, two segments is
not that big of a deal, but you can see later
on with some patterns, it can become quite,
quite tricky. So I'm just going to
simulate right here. And as you can see, we get our nice little ruffles and we get a lot
of detail in them. Now there's one more
thing that we can do. We can actually add another layer to give them
a little bit of volume. Kind of like creating
a little vacuum, like what we did with the
first little shape right here. I'm gonna select my
pattern right-click and I'm going to say
copy or clone S. Sorry. Here's the pattern
that we're going to right-click and we're gonna do a layer clone over. In this case now, y over, y under doesn't really matter. Just keep in mind that the
ones that you said to over you're probably wouldn't have positive pressure and then
you'll want to set to under, you'd probably want to have
two negative pressure. This one, I'm gonna
say this is going to have a pressure of five. And then this one's going to
have a pressure minus five. There we go. So when we simulate again, we're only stimulating
the ruffles there. You're going to see how
we get a very nice like infinitely to the fact like so there's kind of like
a vacuum inside of them. Maybe it's like an extra like filling in there that
makes it fluffy and stuff. Now as you can see, when you simulate
everything else. So let's select this
pattern is right here. All of them. I'm going to press Control
K again to unfreeze. And now everything
is stimulating. I would like this
normals to be flipped. So I'm going to pause this
or meridian real quick. Select this pattern,
right-click, Flip Normals, flip, not that one over here,
right-click Flip Normal. There we go. And since
we flipped the normal, we also need to
change the pressure. So let's go to five. When we simulate the pressure is gonna be positive
right there. As you can see, we get this very cool effect
throughout the whole thing. Now we can increase the details. Now, I really liked
the detail on the inside of the cushion, but I think the outside could have a little
bit more detail. So what did we say when we were talking about
particle density? Once we're happy
with the result, we can change the
particle distance. So I can go here and say, hey, let's go all
the way down to ten. We the particle distance of ten. Now we're gonna get way, way more details
here and there where more wrinkles and we're gonna
get a nice little effect. There's another thing
that we can change. Remember the shrink, shrink, shrink cage, waft
in, weft and warp. Well there's this
thing called elastic, that's gonna give us an elastic field to the whole pattern. I'm going to select both of
the natural not elastic. Now this one works a
little bit different. You can see we immediately
get this like crunchy effect because we're just
seeing a ratio of ADP. It's kind of like a factor
of like elasticity. If we bring the ratio
down Sonka be like super, super tight and super elastic. You usually want to keep it
like nine years Trump thing. If you go all the way
up and then you're going to have different effects. So I'm gonna say
something like that, like an ID that we
get some crunchy, crunchy affected the whole
thing like this little thing. I'm not like super,
super intense. And we can even bring
the whole thing like lower and lower. This is good enough. Now what I'm gonna do here to organize my patterns
a little bit better. Let's stop the thing
for just a second. I'm gonna grab this guy. Let's bring this to
the side because that's the inner
side of the element. Let's bring it into the center.
Those are the main ones. And then let's bring
them to the site. We're gonna save this as
two different formats. This is a very important first, we're going to save this
as a just a project. A project is something
that you're gonna be able to modify every
time you need it. So when I hit File, save Project, we get this. And I'm gonna save this, of course in our chapters. In Chapter one, we're gonna
have this heart pillow. And that's gonna
be our projects. So you can actually go in this project and
modified very important, it's actually going to
save you the PNG file to preview what the
project is about. So don't be scared
of UC a PhD on your folder because that's the that's the preview of
the thing right here. You're also going to
save this as a garment. So I'm gonna save
*** and say garment. When you submit this
garment, you can see that I actually have
another one right here. Let's call this
heart pillow volume to something very interesting
is going to happen. It's going to by default, save it onto your
garment folder. So as you can see, we
have several ones. Oh, it seems like I over I agree than the override here for my for
my shirt pattern. Definitely have to
bring that back. So I kind of careful
with that one because I think we
started with this better with the T-shirt example. This is the pattern. If I'm working on anything else and then when I
bring this pattern in, I just need to double-click this and I'm going to bring
this thing here. So as you become more and more experienced
with marbles signage, you're gonna start building
up your library and you don't have to do
everything every single time. That's the, that's the
great thing about this, that you're gonna be able to reuse certain parts
or certain part of patterns that are gonna be important for our
whole workflow. So, yeah, that's pretty much it. One last thing we can
do is we, for instance, can go to our fabrics here. Whether we did with that one. I'm just going to
look for like silk. It's just imported
this first silk. And I'm going to add this
OK to all of my patterns. Only the outer
ones, to be honest, and we can change the color
to a nice romantic wrath. There we go. We
have description. You can save the
government that with this like fabric as well. And they will be saved with
the specific material. So super, super, super handy. That's it guys, sit for, for this particular video, we're going to have a couple of more videos talking about again, basics of the
clotting system and the basic tools here in
Santa Barbara has a center. So make sure to be working on your exercises and make sure to reference the projects
if you need to. And I'll see you back
on the next one. Bye bye.
5. Planning a Project: Hey guys, welcome back to the next part of
the festivities. So they work in the continuing
with a new project. We're gonna be doing a
medieval flag banner. I want to show you a couple
of things with this exercise. First of all, how to
import the model? Because one of the great things about marvelous
designer is that you can actually import other models from other software
such as Blender, Maya, 3D Studio Max,
and get an image here. Now for this first one, I'm actually going
to be providing you with the one that you need. So you're going to
go File, Import FBX. And if you go to your folders, you're gonna have this
one called banner hanger. I'm gonna hit Open. Now,
very important as an FBX, There's a couple of options that you can import right now. We don't want animation, we don't want any
cash animation. And we do want to
automatically add arrangement points just
in case he can figure out how to play some
cool arrangement points. This skill is very important
here you might think that we need to do this in millimeters because
that's the default. But no, actually when we model
this in other softwares, in this case, I'm
oldest in Maya, we need to change
this to centimeters. I didn't notice that it needs
to do the proper position, so let me hit Okay,
and hit Okay. Now at this object right here is just a hanger and you
can move it up and down. And we're going to be using
this to create our garments. Were now the garments, in
this case a medieval flag. So one of the goofing I want
to show you here is usually in other softwares when you're doing any sort of
simulation work, you have to set up the
proper collision boxes and stuff to make
sure that things like collide in the
best possible way. In this case, that's not necessarily I could
just simulate this. And as you can see,
the 3D points here. Let's go here. And
if I simulate, you can see that it already knows that it needs
to hair right here. Marbles. Even though it's meant to be a software to create
cloth for characters, you can actually do all law, the things like Beth sheets, curtains, tablecloths, napkins, like there's
so many things, so many easy things that
will be a little bit more time-consuming to
do in other softwares. And that's why I want
to talk about today. I wanted to do a banner and
I'm thinking about doing a banner like imagine it's
just a little banner, like a medieval banner. I want this to be of
course like square. But I wanted to have
like some sort of like flares down here,
maybe like triangular. So something I want to have
three divisions right here, like three little cylinders
that are the ones that go through a loop and they
create the intersection. Another thing that I
wanted to actually, now that I think of it, Let's
get rid of this things. Let's do a little bit more
of an interesting shape. Let's go back to our brush. I want to do like a traditional triangular
shape right here. Now one of the things
that we normally see, what this thing is is
like an inner trim, like a golden tremor, something. I'm definitely going
to add some sort of like inner border like this. I want to show you
some free the silent like we're not
using any pattern, we're not using anything. I just wanted to create
something that looks cool. So I'm gonna go here
and I'm going to create the first
half of my elements. So I think something like this should be more than enough. I'm going to bring
this thing closer to the center so that's aligned. Then we're going to use
the same trick that we did before for the pillow. I'm gonna go here to Edit Pattern, grab this intersection, right-click and we're
going to unfold now that we want to do on full
width symmetric editing? Yes, because if we
were one-sided, we wanted the other
side to move as well. So now we can go
up to this point, then we can just move this up to create the triangular shaped. Look at that amazing MAC. It looks already very
close to how we want it. Now. Now they have the shape. And after I move this
two points up and down, I actually want to remove
the light editing. So I'm going to select the piece right-click and we're going to say remote linked editing. That way we have the shape similar to what we
had on the element. Now the first challenge
that we have is what? I want to add the
visions over here. But I want to add
them in such a way that they have the
same distance. Right now we have halves. I would like to divide this
in a couple of more sections. So this works a
little bit better. The first thing I
need to do is I need to go to Edit curved points, select that point
right there and just delete it the other way. We have a clean
section over here. Then I'm going to go into Edit Pattern, select
this line again. And there's a really cool
tool here called Insert. Insert point or something split. There we go. Split
in the split line. We can split this
into two segments. That's the most common one. As you can see right now, the ratio is not like even I will have to
change this to 5050. But if you wanted
to look 4060 30th, you can change the ratio here. We can do by length. So if we wanted to
have specific lengths for each segment that
we could also do that or whether one
that I like the most, which is this one
called a uniform split, which as you can see,
it will give me, in this case two splits. We want 345 and that's it, Wi-Fi because there's gonna be one section here,
one section here. And once I've shown here,
and as you can see, all of the sections right
now shared the same length. So I know that my pattern is
gonna be very symmetrical, very nice-looking.
I'm gonna hit OK. And there we go. We
have points there. Now, why do we need the points? Well, why are these
points important? Because we're gonna be
using the SOC sections, this one right here,
segments sewing. And that's going to allow us to make sure
that only this section, that specific section gets
the proper size that we want. Now, I'm going to go
into my polygon tool. I'm going to select polygon. And I'm going to
click, I'm not gonna, we're actually, let me
go back here. Cancel. First. I'm gonna go to my segment
tool and I'm going to measure how long this
segment measures. And as you can see,
it's 124.9 millimeters, which is 12.5
centimeters. Pretty much. I'm going to go here
to my rectangle tool click and I'm going to say, Hey, I want the width of
this thing to be 124.9. The height, 50 millimeters is, I think way, way too much. Let's do something like
2200 in this kitchen, which is 20 centimeters, right? I'm gonna hit Okay. Now I know that this thing
is going to drape over this thing and we're going
to create this cylinder. And it should be fairly, fairly easy to do this. I just need to grab the
segments sewing tool. And so this from here to here, and from here to
the same position because the front side
and the backside, they're both gonna be at the
same place as you can see, when this thing gets
sewn into the object, it should fall exactly
where we want it right. Now to help the simulation, I'm actually going to bring
this thing like super, super close to the
rod right there. This one as well,
because the longer it needs for this they are, the longer this thing
needs to travel, the more common it is
to get some mistakes. I'm going to grab
this pattern now. You're gonna say Control C,
Control be pasted right here, control C, control V,
and paste it right here. Now as you can see,
this do not share when I do a normal
like copy and paste, these do not share
the sowing lines, which is really handy
because that means that we can create new sewing lights from this section
to this section. And from that section there, from there there, and
from there to there. Now when we simulate, look at this, that
we get this very, very cool looking banner on
our element in, at any point, I can just move this around, changed again the
particle density and started giving it
more and more weight. However, we're not done. We want to make these
things look cooler. We want to make this look a
little bit more interesting. So the first thing I can
do is I can actually transform this pattern so I
can just select all of them. Right-click are not just normal click and move
this thing around. But as you can see, if
I do this one pattern, it's going to be slightly bigger than the other one they think. Let me just compare it. No, it didn't properly. So now since the patterns are bigger and the sewing
line is still the same, we're gonna get the
exact same thing we saw on the pillow in the last video where we're gonna get a couple
of more wrinkles. Why? Because there's more clots. So you can see we get a
couple more wrinkles there. Go crazy here. Like if you
want to go like really, really crazy on the size of
this, thanks, just go crazy. That's fine. Because when we simulate
all of this are gonna get really, really crushed out. And we're gonna start getting
this interesting effect. Here. Of course, we don't want to get inside of the rod right there. But yeah, we can change these things around
and as you can see where we're
gonna get this sort of like crunchy effect. Now remember what we
talked about on how to make things like
go closer together. That was with the warp
and a weft left to right. Let's select all of them. Let's give them a
little bit of wet. So let's say something like 90. Now, maybe a little bit more. We can also use the elastic. Remember we saw
that one last time. So maybe we do a little bit
of elastic problem into a 95 that might help us
get a nicer effect. Now, we also know, and this is very important that the particle distance
is going to play an important factor
in how many or how nice the wrinkles
look over here. We've talked about this before. These are small pieces. So if we turn on
this mesh thing, you can see that we're
actually like really, really low on triangles to get
a nice at the information. So it wouldn't be a bad
idea to grab all of these guys and then on
the particle distance, bring this thing down
a little bit more. So let's select all of them. And particle distance that's
bringing them down to ten. It's gonna give us
more definition. And by obvious result is going to give us this very nice effect on the top area, which is something you normally see in curtains and stuff. And we can bring
this even lower, but I think that's a
fair enough for now. And look how nice the banners just looking from one
side to the other. Very, very cool. Now, that's not that we want to create some
more details on this guy. Let's stop the simulation and let's work on the intersections. Like I wanted to do some sort of like gold trim on the inside. So I'm going to
right-click and I'm gonna say offset pattern outline, but I'm not gonna do pattern. I would like to the outside
level with the heart. I'm actually going to go with the internal line right here. It's gonna give me this thing.
It's distance is how far from the edge do you want to place this
new internal light? In this case, I do want to
go a little bit too far. So I'm gonna say something
like 50 millimeters, probably a little
bit more, probably like a 100 millimeters. There we go. That looks a little bit better. Maybe too much, Let's
say 80 millimeters. Right now I just
wanted one off to the big suffices to offsets. The second offset,
it's also gonna be 80 millimeters and I
might not want that, that might just want
a one section of the element to be
slightly higher or lower. In this case, I'm
just going to do one and I'm gonna hit okay? And now we have an
internal light. We select that internal line and we can do the same thing. We can just right-click and
say offset as internal line. And this one, let's say just
30 millimeters is gonna be a slim and trim on
the inside like this. Look at that. Now if we simulate, this is not really going
to change things as much. Yes, we're gonna see a
little bit more for crease. And this is something that it took me a little bit
of time to understand. But whenever you add an internal line here instead
of marble is a signer. It's pretty much like adding a support etch inside of other softwares like
Blender and Maya. Because what this
is doing is it is, it is actually modifying
the, the topology. So for instance, all
of the triangles here, the flat side of the triangle is aligned
to this new line. It will make it look sharper even though we haven't
cut this piece. There's no sowing
lines or anything. It's just an internal
line, but it will make this thing
look like sharper. So keep in mind that internal lines in your
geometry injured in Japan or in a wheelchair
changed the way things look inside of instead
of marvelous designer. Now, I don't want to call it. So I'm going to go here to the sections that I've grabbed
this guy, right-click, I'm gonna say cut and then select this guy,
do the same thing caught. And so now we should
have three patterns. This pattern right here, this pattern right here. Not that one, this one. Let me see it. Sometimes it's easier to move the other one. There we go. It's the big pattern,
there's more pattern and then the inner pattern.
Let me say real quick. So I'm going to go
File Save, Save As. Make sure you save
as, and this is gonna be called banner. There we go. Now we can start playing around with some of the elements here. So for instance,
what if we wanted this line to be just
a slightly bigger? You know what happens
when we do this? Since it's a slightly bigger, we're gonna get a couple of extra wrinkles here and there. And this is something I
would expect to see on this road banners because
it's going to give us a very, very cool effect. Now we're in a position where things were looking
quite, quite nice. Usually this banners though, they tend to have
a Hamline that's called it's like this
support on the outside where the closet sewn
onto itself so that the little threats are not loose and you get like a
nice little border. So let's add that sort of shape. I'm gonna show you
another cool trick here. I'm going to offset another
internal line right here. Not as much. 30 is way, way too much. And in this case,
as you can see, it's trying to offset
on the inside as well. That's fine. I'm going to say just ten millimeters
should be fine. Just hit. Okay. Now you can see we have this
internal line. This one. It's shaped to not
shape one, shape one. I'm going to right-click. I'm going to delete
that one because I just want the outer one. This one. Now, I'm going to select this piece right
here, the whole pattern. I'm going to select
the whole pattern. We're going to press Control C, Control B to duplicate this. Then I'm going to select
that line that we just created, right-click cut NSSO. In this guy, we just delete. We've just created this very
nice little trim right here. That's gonna be very useful to show on top of this top line. So I'm gonna go to my segment
sewing and we're gonna say, okay, you are going to go there. You are going to go there. You are going to
go. Sorry, sorry. That's my bad. It's not there.
It's actually from here to this upper line, from here to this inner line. Then from here, here, here, here. And here. My sewing this correctly. Let me just go back. I think I selected
things in the wrong way. Let's go here. You can see the trim right here. This stream we want to sell to the outside of
the element. There we go. Let's start with the
outside part of thing and it's gonna be a
little bit easier. And I'm actually going to
use the free sewing tool. I think it's gonna
make it faster. I'm gonna go here to
free sewing tool. I'm going to go to
the border here. There. Let's go around, around, around. Down. There we go. So that's one. We're going to go to this side. There we go. Now you can see
the whole trim is sewn into the little
border there. And we can do the same
thing from there. Again, let's zoom in a
little bit so we can see it better. There we go. That's the whole line. You need to follow the same
direction though this is very important and a lot of
people make this mistake. If I'm starting here and
I'm going like there, there, there, there
and all the way up. That's the first one. And I need to follow
this same path over here because if I do
any different path, like that one where there
might do it the wrong way. There we go. Just double-check here that
the sowing lines look good. They do. So you're just
going to simulate, and now we have that
extra ham right there, like an extra little line there, so little bit of a conflict
there will just pull it and tuck it a little bit
to give them more effect. And that's the line again, that's a very small
piece of a geometry. That definitely means
that for this one, we definitely want to have a
lot more particle distance. I'm actually going to go all
the way down to five because I really need this to
be like, like low. I'm a little bit concerned
about that line. Let's simulate real quick. There we go. Now you can see our headlines looking quite, quite nice there. Strength too. Solve itself, are
sorted itself out. Those you're gonna get some of those little effects,
that's fine. Just give a couple of a little bit of time for
it to properly adjust. We might need more resolution
somewhere else as well. As you can see, that's
looking quite, quite nice. So imagine this thing
on a video game. Like I'm just gonna
stop the simulation, imagining this thing on
a BET game with all of those wrinkles on a movie, especially if it's
not moving that much, it's gonna give you a grade
greater, greater result. So yeah, that's the whole thing. I'm actually going to go
here and I don't want to do I don't want to
show internal lines. There we go. So now we can see this cloth or Laude lot better. Now, I'm gonna show you a
couple of extra tricks here. First, let's go with fabrics. I'm probably going to
do a cotton fabric for the main, the main thing. So let's do gotten. There we go. It looks a little
bit belt but t, but it looks nice. Has some spandex though. Let's see. I think this one's a little
bit closer the woven, so it wasn't gonna go here. Let's add this and let's
add it to the patterns. It's gonna be there, there, up here, up here, and up here. And of course, this
little border right here. Get that nice border. That border by the way,
is called the hem. Let me, let me show
you real quick. Tailoring. It's called the hem, the hemisphere like this again,
the board or were you, were you sold the end of
the fabric to make sure that the little things are not like falling
out or anything. It's very common in pretty much every single cloth
clotting piece or garment will have the hem. Otherwise, the fabric
just gets wild. So this is looking nice now. Definitely going to
change the color because the color looks
really, really bad. So I'm gonna go with a green. Next to green. There we go, something
like that, Perfect. Now we're going to
look for a silk. Give me just 1 second. Now for the next part, we're actually going to be using a material that we
are going to create. We're not going to be
using any, any cloth. I'm gonna go here, I'm going
to add a new material. I'm going to call this material
gold, TRIMP, like that. And we're going to talk about materials later on when we
talk about rendering an image, we're going to show you guys
here in the final chapter, how to bring all
of these garments into three different places. We're going to bring them
into Momma said we're going to bring them
into Maya and we're going to be bringing
them into Blender depending on which
software you guys use. And you are going to
have to, of course, to set up the materials is specifically for each software. In this case, you
only need to do is change this thing the color, would you like a nice
gold color like this? Assignment to the nozzle
will trim here and we can actually change
here the middle miss. I'm going to bring them in
on this all the way up. And it's going to
give this sort of metallic look. This is not PVR. This is like what's the word like ray
tracing, render anything. But it's gonna look
quite, quite nice. Now we can simulate,
and as you can see, we have this very nice
banner ready to go. We can add the
more textile self. We're going to again talk
about textures later on. We can add like a stencil here. But right now I just
want to show you one last thing which is a wind, which is really, really cool, especially for this
kind of things. I'm gonna go here to the display options and I'm going to go to
the environment. And if we go into
the environment, There's an option goal here, show wind controller by default, there is no wind right now or yeah, there's
pretty much no wind. But we can activate the wind. And the only way, the only thing we need
to do is just press this little button
right here to activate. As you can see now, we have
when inside of our scene. Now of course, this is way, way too much as you can see that it's a little bit extreme. So let's do a control C there. I'm going to go to
the wind and I'm gonna reduce the strength to, let's say 200th should be a little bit more
like a workable. And of course we can
at any point just like move and transition
or things right here. Careful here with
moving things a little bit too fast or hard. That makes it difficult
for marvelous to really process the
way things should be. Let's try and bring this thing. I give you cross the sections
sometimes that brings a cloth back to where it's
supposed to be not working. I have to reset the
treaty government and this just restart, which might be what we
were gonna have to do for this particular piece because it's going a little bit crazy. But before we do that, I just want to mention
that here in the wind, that direction of the wind is opposite to where this thing is. There's a couple of things
that you can change. You can change the
frequency, you can change the turbulence. Of course, as we mentioned
that the intensity here, so let's bring it
down to a 100th. So it's a lot, lot less intense. And you're gonna have
a little bit of width. Technically, we can
export this animation. So if you create a nice
animation and then you'll want to use it instead of Maya or blend around the
other softwares. It is possible to do
it, but it's not. It's always nice to see this assert us a nice little
reference to make sure that everything is working and being modified
in a nice way. Straighten this out
so that we can see the little corner there,
the little point, the nth. There we go. That's
our banner guys. So this is a basic exercise I want to show you on this
first chapter just to get acquainted with
the general workflow and tools that we're
gonna be using here inside of marbles
is the signer. Now as you know,
the way we'd like to structure the courses is by going incrementally into
hardened, hard elements. In the next chapter,
we're gonna be doing a basic woman's garment. We're gonna be doing
a school uniform. So hang on tight and I'll see you back on the
next one. Bye bye.
6. Uniform Undershirt: Hey guys, welcome back to
the next part of our series. So they weren't going to start
with Chapter number two. And as you guys
know, the way we'd like to work is we start with small exercises that
get us comfortable with software and then we
up the difficulty. So I'm not gonna give
you board the exercises. We're actually going to do
something very, very cool. And today we're gonna be doing a uniform school
from Persona five. This is Gasumi nice uniform. Well, every, every characteristic
worse this uniform. And I chose this
specific project because I think
it's gonna show us or teach us some very
important things about like Garmin creation. As you can see, we have
this undershoot right here. We have this thing right here, which is the, of
course the theme. It was the word the coat. We have buttons,
we have pockets, we have the pleated skirt, we have the leggings. So there's a lot of
law school stuff that we can we can learn from. So right now, I
loaded a new scene. I went here to Avatar
using female to, you could also use the
stylized character, which is more like
anime looking. So it actually fits
like really close to the personal style. But for this one I'm
gonna use this one. I'm gonna go into garments
and injured garments folder. You're going to
find the T-shirt. We're actually going to load the t-shirt n because we're gonna be using it Acid-base to start
working on our character, rather than having to create this patterns from the start. We're actually going
to be reusing this and making sure that
they look as nice as possible on our character. So here what I'm
gonna do is I'm gonna click this button which
is called Olive fitting. And this only works
on the new avatar. So if you're using
an older version of model is saying that
this might not work. And the other funding
will try to match the garment that you imported to the proper elements that you have here,
what your character. Now that we have this, it's time to start
modifying this. And one of the reasons why we're using this
pattern instead of creating it from scratch
is because we don't have, or at least I didn't have a traditional fashion
school training. I wouldn't be able
to explain to you why we need this sort
of like coverage here. I know that we need them for a nice clean shoulder and stuff. But it will be very
difficult for us to inferior that we need this or curvatures and this sort
of like hills and valleys over here to make sure that the tissue looks as
nice as possible. There's no, No problem. There's no stigma associated
with using basic patterns is just a starting point and then modifying them to create
what we want to create. Now the first thing
I'm noticing with this pattern compared to our character is that it's
not very form fitting, as you can see, it's kind
of like a man's t-shirts. It's a little bit baggy and big. So I'm going to grab
everything here. I'm just going to make
it slightly smaller. That's gonna give me like a, like a nicer fit
to the character. But we still have this like
super ugly effect here. And if you've seen any
like womens t-shirts, you know that they
usually have this sort of like hourglass shape. I'm gonna go here. One of the cool things is
both of these guys have the linked editing
set or turn on. So I can go here and I'm
gonna say at point spline, I'm going to add a point right
here and just hit enter. Now that the point is there. Of course we can go here to Edit SharePoint and we can just
move this thing in or out. Now one thing I can do
is I can click this, right-click this element and
say convert to curve point. And as you can see,
this is gonna give me a curved point and this
is going to look a lot nicer and the log more form fitting now this is
the front right now, so I'm just pushing
this to the front. We're gonna go to
the back and we're gonna do the exact same thing. So I'm gonna go
here at the point. Let's add a point right
there at the middle. And then I'm going to
right-click that point. Well, let's go to
the transform point. Right-click and I'm going to
say convert to curb point. Or actually, before
we do that though, let's push it a little
bit. There we go. Now we're gonna
convert anchor point because otherwise it
doesn't know how to, how to push the curve. Let's go back to
Edit career point and just push this thing
in a little bit more. Life editing sternum
on the back as well. So as you can see,
this is going to very, very nicely create this
effect on our shirt where we get a nicer
form feeding effect. Now you can see
that back here we still have a lot of like fabric, a lot of clothing that
might not be what we want. So again, just going to
select the patterns here, just make them a little
bit smaller on the back. That way when we seem late, yes, we're gonna
get some wrinkles, which is very common
and very obvious, but it's gonna be
again, more form fitting for our character. Now you can see there's a
little bit of a pinch here. If you want to
alleviate that pinch, make sure this point right here. Let's go to the editor points. Let's move this thing down so that it's a
little bit straighter. There we go. And it's going to alleviate some of the
pressure on that one. I'm going to try to there we go to make it
straight to this one, to the one on the back. And then we need to do the
same on the front right here. There we go. Now, that should give us a
nicer effect on the shirt. Gets it a lot straighter, which might be
something that we want. Now we could also modify
the curvature up there, but for now I think it's
fine because even like this, garments going to be
underneath our character. So I think we're in
a good position. These leaves, I definitely want to make them a
little bit smaller. So let's make those
sleep slow but smaller. So again, a little bit more
form fitting for a character. And now I'm going to
go into the segments. And I actually don't want that point that we
have right there. I'm going to add point
or just edit point. This one, just delete it. That way when we move the
whole segment at the pattern, that's one right here, it's
gonna be a little bit easier. So let's just push
this down like this. Now as you can see, even though following the rules, when they see me
late, this leaps are going to cross the model. This is where attachment points are really, really
helpful for us. The only thing I need
to do is go up here. Show arrangement points, sorry, arrangement points,
not attachment points. Us stop stimulation, of course. Show arrangement points. Select this guy, select the little, this
point right there. It's going to rain. Or modify this things again. There we go. Then
when we simulate they are going to
assimilate a lot better. Now of course, again, if we take a look at
the reference here, you're gonna see that the, the sleeps are closer to the wrist then what
we have right now, these are a little
bit too loose. So we're gonna go
to this segment. We're gonna say it
transformed point segment. And we're just going to
scale this down like this. We can do with shift a little bit there and a little bit better
just to try and keep it as symmetrical as possible. Probably a little bit more. That's really flushed
to the wrist. And now I do think I want to push this a
little bit lower. Load more. There we go. That when we simulate, we
get a couple of folds. They're really close to that, to the arm. There we go. That's I think that
that's looking nice. I do still think that this
will lead to like Flappy. I'm going to reduce
the circumference there are the scale. So we get a tighter, It's
hydrophilic character. I don't really want
to use the shrinkage, weft and warp too, because I don't want
this to be like a skin tight, like
Garmin or anything. I just wanted us to be
looking a little bit nicer. Now here, since we're going to have this sort of like
turtleneck effect, I don't want this points to be a little bit closer to the neck. So I'm going to go to
this point right here. Again, we're gonna go to edit,
transform point segment. And I'm just gonna move
this thing closer. Let's start stimulating. You can see that we have a
little bit more wrinkles there, which is fine. It's fine. And then we can go to
this one right here. And also move this
thing in a little bit more. There we go. So as you can see, that's a
lot closer to the neckline. Actually describe right
here a little bit too much. So let's see if I can edit the
curve points. There we go. Because it's a little
bit too much for me. I'm going to start
especially this one. I don't really like
this point right there. I'm gonna try to make it as straight as possible.
There we go. That looks a little
bit nicer now, this curve right here, I
don't like it as much. So again, we're gonna go here. And if we can move this
point a little bit down, when we simulate, we can
straight or effect that's, should be a little bit closer
to what we're looking for. There we go. So that's gonna be the
attachment for my neck. Now, for the neck,
we need to be very, very careful on how we create the little neck
effect that goes. Very common thing would be just created like a straight
line and that's it. But we actually need to measure
what the actual width of the neck is right now so that our element looks as
nice as possible. Okay? So what I'm gonna do, I'm
gonna go to Edit Pattern. I'm going to select
this segment right here and this segment right here. And it's gonna give
me a specific number, which in this case is a 147.2. That's how wide my half of
my neck piece has to be. I'm gonna go here to rectangle, click and it's gonna
be a 147.2 and height. I think it's just gonna
be like five centimeters, so that's gonna be 50
millimeters and hit Okay, that looks nice. The first thing I'm gonna do
before I do anything else, we're gonna right-click
and I'm gonna say, sorry, I'm going to select
this segment right here. So let's go into Edit
Pattern. Right-click. I'm going to unfold. And it's gonna give
me, Of course, the other half right here. Then in this area we can again show the arrangement points
and arrange it on the neck. As you can see
there, it's going to make it a lot easier
for me to simulate. Thanks. And we're going to, of
course do a segment going from here to this
side right here. As you can see, this
thing is going to be sewn onto the, onto
that part right there. Now we want to use
the free sewing tool, but we have a problem. Or if we wanted to
use the segment tool, we wouldn't be able to do
it because we actually have four seconds, like
we have the front. And then over here
we have the back. That's why we need to use, for this particular case, our free sewing tool,
but we need to do it in a very organized way. Otherwise, this thing
is not going to be folding the way we want. So the way we're
gonna do is we're gonna go here for showing tool. We're going to start here on the center and
we're gonna go out. We're gonna start here and
we're going to go out. And you can see
that we get a nice little blue dot that tells us, Hey, if you want to
match that exact length, make sure to hit that
point because otherwise the thing is not gonna be even and we're gonna get
some weird wrinkles. So again, from there, from the center out
to the blue point, that tells me that that's the exact measurement
that we're going for. Then we go from
there all the way there and we're gonna go,
That's the back piece. So that would be
this one back here. Makes sure that the seam line is not like flipping anything, that it's going in
the proper direction. Again, from here to here. And that will be from
here to the back. Now, when we simulate that, we have are very nice neck piece going all the way
around our character. So, yeah, that's pretty much it. We got the nice next piece. I think it's looking quite nice. I think it's a little bit tall. Like some of them have the
neck really, really high, and other others seem to
have it a little bit lower, but this one doesn't to
be a little bit high. I'm going to leave it there. Now. I do. I would like to add a hammer to this area right here because otherwise it looks
a little bit weird. I know in the concept
you don't really see it. But again, we've talked
about this and usually clothing will have hems
on different parts. To create a Him. We're gonna do something very
similar to what we did on the what's the word on the heart and the heart,
sorry, on the banner. I'm going to first of all, right-click and I want to add
an offset as internal line. And as you can see, this is going to treat them off so that all the way around actually don't want
that to be honest. That's my bad. I am going to say here, I'm going to go
internal polygon lie. I'm going to start on one side. I would say rather bow a
little bit higher like there. And we're gonna
go all the way to the other side, hit Enter. As you can see now we
have a straight line going through the
border for element. Now to create the Hamline, know a couple of
different ways to do it. One other options that we
have is I can actually select this whole thing
where this line first. I'm gonna say right-click, cut and show to create
a copy of this guys. And then select both
elements. Right-click. And I'm going to
say Clone, layer, clone over like this. And then delete this one
because we only want that one. That way when we clone this one, we actually got the
Hamline right there. It's not when we simulate, you're gonna see that we get
the Hamline right there. It's going a little bit crazy. Why is it gonna increase it? Because it's so small, it's
a super, super small line. So let's grab both of
these guys and change the particle distance
to something like an eighth or something. That should give us a
couple of more triangles. As you can see, it should
give us a nicer result. It's even like it's
still too little. So let's grab both of them
again and say like three. As you can see,
that's a lot better. Marble is going a little bit
crazy there with the sewing. It's kinda weird. Kind of like going over and
under. See that. I'm going to select this right-click and
there's an option that we can use called or there, and we can say bring forward. Let's see if that helps. Because it just seems to be
going on the other side. That's fine. Let's
delete this first. Let's make sure
that this internal hemorrhoid is looking
nice you this. So now I'm just going
to right-click again. I'm gonna say just
layer clone over. And now it should work. There we go. Now we have that
very nice Hamline on the top of our character. Now on this one, on all of these pieces, I do think I want
to use a little bit of warp in this case because I don't want to have a little bit of elements here, so I'm gonna bring
the warp to 90. That could work. And another thing we can do is we can definitely
make this thing longer. When we do this, we can start
moving this thing down. Let's of course increase
the particle distance. Otherwise this is
not going to work. Let's go all the
way down to five. It similarly it again. There we go. And that's like
the sort of like journaling like effect that I
wanted to create. They're very cool, right? Yeah, there we go, our elements looking
quite, quite nice. I do think I want to make this thing just
slightly thinner, just slightly smaller than the, than the next, so that fits our character a
little bit better. Now this also has to do with
the aperture, by the way. Whereas the option
there's an option here on the collision here, the additional thickness
collision millimeters, It's a little bit
too high, so let's bring this down to like 0.5. And what that should
give me is it should go like closer to the character
as you can see there, because there's a
little bit of a gap. See that gap right there. There's a little bit
of a gap that might not give you the results
that you're looking for. So just make sure
that you change that thing a little bit there. And that should give you
a nice little effect. Yeah, there we go. Now we have this
nice little neck or turtleneck effect
on the character. Let's add the hams on
the wrist as well. I think we're
missing dose. Here. I'm gonna select this edge loop. There's another way
to select natural, so just select the, not the actual,
sorry, the segment. And I'm gonna say officer,
that's internal line. As you can see,
it's only going to offset that 15
millimeters is fun. Just hit, Okay. You can see we get the nice
little ham right there. And the same, same deal. Just grab this one codon. So then select that one
Right-click layer clone over having an extra
one right there. And both of these guys, Let's say particle
distance three, because they're really
small and simulates. Going to give us
some nice humps. Let's grab the sleeps. Well with them, of course,
particle distance. Let's bring them all
the way down to ten and simulate that we should be able to move this thing
up a little bit. And the inquiry than
nasal effect, again, if we want to give it just a little bit of
tightness on the button, just a little bit, not that
much, but just a little bit. I might grab this
guy and say, Hey, you know what, give me a
little bit of weft here. Again like an IV. And of
course it's going to give me a more like skin type effect. And that's going to
look a lot closer to the concept as well. Yeah, that looks pretty, pretty nice for my undershirt. I think it's a little bit
high here on the chest area. So again, let's go to the
segment, section at pattern, like this guy and this
guy and just bringing this thing lower and simulate. There we go. So we have a couple of
wrinkles around the stomach, which I think are going to
look quite, quite nice. That's it. The first part of
four, Persona five garment is ready, the top part. So on the next video
we're gonna be doing the leggings
and the skirts. So hang on tight and I'll see
you back on the next one. Bye bye.
7. Pleats: Hey guys, welcome back to the next part of
the first series. Today we're going to
continue with the skirt and the leggings and that we're gonna be talking about pleats. So let's get to it. So pleats are these really interesting
things about both clothing. We do splits in a lot
of different garments, pants, skirts, some dresses. And they create this very dynamic and very
interesting look. Now the problem with pleads is that in the real world
and in the 3D world, they're a little
bit tricky to show. Now they're not impossible. My new it's relatively
easy to do. However, it is important that we understand
what pleats are. I'm gonna try to do this
in paint here real quick. I'm gonna try to explain
how this happens. So normally you have this sort of like straight
piece of fabric. And what we do with
the plate is we fold this thing into a
couple of options. And then we push one section
of the cloth outwards, one section of the
cloud inwards, and then we sewed
together the top part. So imagine that we pushed outline will get
something like this, like a 3D thing going up into
space, kind of like this. Then you saw this two lines together and these
two lines together. And what's going to happen is
you're gonna get a piece of cloth that creates
this sort of effect. Like this, like a kind
of like an accordion. So if you do this enough
times, of course, you're gonna start creating a really nice interesting piece. Don't worry, we're gonna
do this in marvelous. Just wanted to give you a kind of a graphical way to do it. Now there's two main pizza
they want you to memorize. We have this thing
called the box bleed, and then we have this thing
called the knife plead. The knife blade is
what I just drew three folds for each pleat. And the boxplots are two knife blades together
on opposite sides. So you get this sort
of like boxy effect. Those are the most commonly used pleats that
you're gonna find. Thanks if thankfully our
marbles actually does have a way to create
them relatively easy. I'm going to grab
all of this patterns right here and just
move them to the side. We don't need them for now. We can actually select
everything here again and just keep
Control K to freeze it so that we don't have
to work with it for now. Now on this side, I
am going to create a belt for my script. In this case, if we again
take a look at the reference, you can see that this is
actually a, a pleated skirt. However, it has a nice
little border right here. So this tells me that
the police are only going to be opening at the belt at this height right here. It's gonna be a little
bit tricky to do that, but it's not impossible. So I'll show you how to do it. First, we need to create a belt. So let's do a nice
little belt here for a character or
something like that works. It looks nice. Of course, just one-quarter of the size. So I am going to
make this longer. So I'm just going
to go into segment, select this segment
right here, and unfold. Let's delete those points. And then of course go
here and unfold again. That's going to be my belt. Now I'm going to go into Arrangement points should
range from points. There we go. Let's
go right there. Now if we simulate, of course, our belts gonna just fall down. Very important that we need
to store this together. So segments sewing from
here all the way back. And when we simulate, our bell should be
leaving right there. Now, here we have a
little bit of a problem. And that's the fact that
this clade right here, like creating some
sort of like errors. One thing you can do
is you can actually go here to the paws,
the simulation. You can go here to
the scene browser, which is the elements
that were have selected. And if you take a look here, we have all of this
patterns right here of this pattern to these. We can select this
patterns to these up here and just, just
hide the patterns. So let me show you,
I'm just going to grab a little bit easier
if we do it over here, right-click and we're just
going to hide the pairs here. So in that way,
when we simulate, we are going to be playing
with the batteries. As you can see, it's
still being affected by the pattern, but
we're not seeing it. So we can work with this now. Why is this having a problem? Well, because we don't
have layers and layers are how we organize where
each pattern is going to go. So technically this
shirt is going to be under the belt, right? So let me hide this. So let's just show through the pattern and let me
unfreeze it for just a second. And what I'm gonna
do is I wanted to share to be under the skirt. Therefore, this piece
right here should have the layers set to one because this is going
to be over the element. And then when we simulate, now, as you can see, this is going to nicely set
up on top of the elements. So that way we should have a nice little transition there. And we're gonna be able to work on our skirt very, very nicely. Now we can grab this
thing again, Control K. And again, if we don't
want to see it for now, just hide the pattern for now. And I know that this
thing is sitting on top because at some layer one and you can have
several layers, so don't worry about that. Now, for the skirt, There's a little bit
of math in bold. To make sure that this skirt
is going to look good, we need to make sure that we're following something called
the rule of thirds. So since we're gonna be
folding the cloth three times to get one pleat itch. That means that we need to have three times as much fabric to get this thing
to work properly. So I'm gonna go here to this
option selected the pattern. And this tells me that
we're at 241 units. So I'm gonna create
a new polygon. And I'm gonna make this 241
units like that and hit, Okay, I'm going to
grab this polygon. I'm going to show you
a nice little trick to paste a couple
of this polygon. So Control-C, Control-V
and Control-C, Control-V. There we go. Now we're
gonna go into segments. And there's a very
nice tool here with segments when you
select two segments, so they're the same size, you can right-click
and say merch. And that's going to, of
course, merch, the segments. Do this again. There we go. So now I know that this big piece of
fabric is going to be three times the attachment point that we're eventually
going to have up here for that, for the belt. Now you can of course just do the math, multiply
this by three, and create a polygon with the same size at
the very beginning, she want to show you
the merch store, which is really, really cool. Now, I'm gonna select
the points here. So let's go into the points. Believe them, because
we don't want them. The first thing I need to
do is I need to divide this into the amount of pleads
that we're going to have. If we take a look
at the reference, you're gonna see that going
from the front, it's 123456. I would imagine it's
like probably like seven pleats are probably
a little bit more. Let's do a pair number.
So it's gonna be eight plates on this site and of course eight plates
on the other side. Very important to check
the reference because otherwise we're gonna
get way too many places. If we need eight pleats
on one of the sites, that means that based on
what I just explained them, paint right there,
we're gonna have to buy those splits by three each. So that means that we're gonna
have to have 24 sections over here to make sure that depletes look as
nice as possible. Now, if I tried to add an
internal line right here, It's gonna be impossible for me to create this with
departmental I didn't verify is higher if I say
like different numbers, it's gonna be impossible for me to find the proper section. We're going to use the same
thing but with two lights. When you select two lines, you can right-click and you're
gonna get this opposite asked internal line
along the curb. Now this one, as
you can imagine, it's going to give me the
divisions along this script. In this case, there's no curve. But if we had a curved surface, this will be really
handy because again, it will be able to offset
this on, along the curve. So we mentioned that
we want eight pleads, so that's 24
deficiency that we're gonna need 24 divisions. But since we're gonna be pasting this with the other
half of the element. We're going to need one
less division because we're gonna have like an
extra one at the border. It's kind of like when you're doing and he mentioned that you escape the last frame because it's got a repeatable,
very similar. I do want this to
be straight lines and I'm just going to hit Okay? Now the only problem with this thing is that
they are not points. So if I go here to
transform point segments, sometimes these things do
not reduce those points. And that's a big no-no
because later on we're gonna be using something called
the depletes sewing tool. And that if he doesn't know
that these are actual points, it's not going to soak properly. So I'm gonna select all of the
internal lines right here. I'm going to right-click. Just select everything
here, right-click. And I'm going to say
we're actually know, we're gonna have to select this. Let me go back to where I just created them so that
everything is selected. There we go, right-click and you're going to
say extinct trim. At point. We're going to extend this
lines to the pattern outlet. That way I'm perfectly sure that there's a
point right there. I use that one as well. They're very commonly
because sometimes when you do internal lines, you just miss it
by a millimeter. And it's very annoying
when this seems don't work properly or the sewing
doesn't work properly. I always say sewing,
I think suing, I always make that mistake. So sorry if my pronunciation of the burps not properly there. Now how can they use this thing which is called
the pleats fault? Because imagine having to
move and X2 is it sewer? So give me just 1 second. I don't want to make the same mistake gold
throughout the course. I stand corrected. It's, so, so it's a really weird word because it's an E. So I
think it's sue but it's not. So the pleats sewing this one right here,
a will allow me to, so all of these elements
either very nice way and the way it
works is very easy to just click on one side. Here, blades fault, sorry, rather than the
police fold first, you're gonna click on one side, drag all the way over here and double-click and it's
going to tell you, okay, which kind of pleat
do you want to use? Do you want accordingly, please. Do you want the box
split or do you want knife with as I mentioned, the knife blade and a box with probably the
most common ones. And in my case, for this particular skirt, we're gonna be using
a knife police. So we're gonna use
the knife bleed. We're gonna tell it, hey, each three segments of my
element is going to be a plead. You can change this,
you can make those more complex or more simple. And I'm going to keep that
three segments because that's the standard way to do a pleat and everything else is going to remain the
same when they hit. Okay. You're gonna see that each
plead gets a different color. That tells me which edge is
gonna be the outer edge, which edge is gonna
be the inner edge in which edge is gonna be just
like an intermediate edge, which is this one right here. Now, if I were to simulate here, right here, we would
get the tweets. As you can see, it's
very, very nicely. So see how we get
this nice fooled. Because the sewing tool, this plead full tour, sorry, it's creating the proper
transition that we need. Now we need to, so all of these
things to our belt, of course, here's
where we're gonna be using our pleats, a sewing tool. We're gonna go from one
all the way to the other. And see how we
don't get actually, I'm gonna start
here, the center. And then here, there we go. So here see how we get one like sewing pattern or showing
section for each bleed. It is super important
if you tried to assume this manually
or use free zone, it's not going to work,
it's not gonna make, it's just not going
to function properly. So it's very important that whenever we're
working with pleats, we use the pleats sewing two. Now when we simulate, this is what we're gonna
look at that pretty cool. Let's just a matter of
helping this thing a little bit here to make sure that it unfolds nicely
and add that stuff bleed. Now again, I'm just
going to go here to the garments and turn off, show internal lines so that
we can see the big plates. Because if you remember from
the concept we tend to have, well, we have this sort of
like big pleats right here. So yeah, that's pretty much it. That's the magic for this or that's the only thing
that you need to do. Now it's gonna be very easy. I'm just going to grab this guy, control the whole
segment, of course. Control C, Control V to create the other
half of the skirt. Make sure you didn't
have any sewing. So we're here, see
all of those songs. We need to remove them. So remove all of the songs. There we go. First, let's show this
to the actual skirt. So we're going to use
again our pleats sewing tool go from here to here. There's gonna go
from here to here. We have all the sections there. We simulate. And there we go. Let's help this
thing a little bit. There we go. So now our plates are
nicely laid out with the, with all of the
different elements here. Again, something's fireworks are
going to act a little bit weirdly because it's trying
to lead to the same thing. One thing you can
do here, you can strengthen them
just for a second. Let's just strengthen
them. That's going to keep them as a
little bit sharper, kind of like if they
were made out of leather instead of cloth. And now it's just
a matter of going here into our segments sewing. And so from here to here. And from here to here, when we seemingly, that's
where we're gonna get. We're gonna get this very nice. Skirt. Both of them right-click,
let's strengthen. That falls a little bit nicer. There we go. We have our nice
little square here. Let's select all of
this pattern over here. Let's bring it back
into the simulation, releasing to the visibility. So show through the pattern. There we go. We're going to start
getting our script. Again. If we check our reference. This is scared of
courses, really, really short, really tiny. But this is a great thing
about a skirts and plead step. Once you have this, it's very, very easy to just
grab the pattern. Just make it smaller within
want to make this super, super small, but
something like now, one thing that I
didn't know this, you can see here on the concept, There's a line right there
going like exactly through the element on the actual like a garment that
we don't have the lines. So that's the kind of thing
that sometimes you're gonna have to play
around with some things. You're gonna get
this sort of effect. And sometimes
you'll want to get, or you're gonna get
this sort of effect. So how could we
simulate that effect? Well, there's,
there's two options. First of all, we could
just add an internal line. We can just go here, remember
the internal lights. And then we add an
internal polygon language, one from one side of
the plate to the other. Just hit Enter and repeating
that on the other side. Remember Holly mentioned
that internal lines. It's just like
adding an edge loop. So now when we simulate, you're gonna see that
we have bad line right there and it's gonna cut
through the whole thing. You can see that the normals are looking a little
bit weird there, but it's gonna give
me that sort of effect where the fabric is creating the effect that I'm looking for
based on the concept. However, I don't think that's the best idea for us right now. Another option would be to
make the belt a little bit wider because we
don't really see the belt is gonna be covered
by the jacket, right? We could make the skirt
lower or the belt a wider. Let's bring this
white are down here. Eventually. That's gonna give us
the sort of effect. Do we have way too much
like resistance here? I'm not sure. Let me remove
this guy right here. Like the unfreeze,
unfreeze this. Everything's simulates. Now I'm going to bring
the this patterns. Let's make them shorter. Let's bring this lower as well. There we go. No,
that's way too short. Way, way too short. Her parents are gonna be
making a huge scandal. That one, we definitely need to make this a
little bit wider because otherwise we're not
able to get down here and bring this down. More and more and more and more down, lower, lower, lower. It feels like this
thing has a little bit of shrinkage, but
I didn't see it. It's kinda weird. Let's go back. I think, I think we can
keep it short for now. Let's just keep
this thing longer. Not super long. We can make it slightly
bit shorter because the, again, the check is going to be covering most of
the other parts. So there we go. That's
pretty much it. I still think this a
little bit too thick now. So let's make this lower. Let's simulate. And
there we have it. Now, it will be a nice idea to add a little bit
of color to it. Now I don't have the exact
pattern or we don't have this exact textile
for the whole thing. But we can go here to the fabric and there's one that's called, I think it's called a
partner or something. And it has this sort of
like a caliche effect. So, oh, no, no, no. There we go. Let's
say real quick before anything happens,
save the project. Let's stop the
simulation for now. There we go. Just to add a little bit of
texture to the whole thing. Just needed an element. Then m. We don't want them
to him right now. Let's just, let's just
call them fabric for now. Just double-click here. Let's go back to our
fabrics real quick. And let's just add
this to the skirts. The texture is looking
for that texture. We could add like a
different section, but in this case I'm
just going to have like a dark dark color. There we go. Just to make the skirt look a little bit different from our fitted for a turtleneck shirt. So now for the leggings, we're just going to
go for those ones. So let's grab all
of this patterns. They'll let you start
gonna be super, super, super short because it's just something that's
really, really skin tight. So in this case, we are
gonna be doing this a little bit more
in the freeway. So I'm going to go into
my polygon options. We're going to start up
here, go about there. Let's give it a
little bit of space in-between the legs like that. Then we're just going to
follow the shape of her life. Do we need to do it curb? Not really, because again, it's gonna be really,
really tight. So we can keep it a little
bit higher like that. There we go. There we go. Let's add a new fabric. Set a new fabric there, and let's make the color
like completely black. There we go. Now of course we're going to go into the polygon
section, right-click. And here's where
we're gonna be using the symmetric pattern with showing to create the
other side of the element. And of course we're gonna
show from here to here. And then we're gonna
grab both sides. Right-click, copy,
right-click, paste. Then we're going to
move this thing to the back. Like this. Now we definitely
need to change the, what's the word the
layers on the garments. So all of these guys are
now going to be layer one. All of those guys are now
going to be layer two. All of those guys are
now gonna be layer 0. Okay? So now if we hit over, of course we need to do
the free sewing tool. We're gonna go here
to free psych. Everybody gonna. So from here to here, as you can see, we get the
other line as well, Perfect. And then we're gonna, so from this inner line
to this inner life, we get both sides and we simulate the layers go
there onto the section. As you can see, we get
this very nice legging. Let's just push it out. Might need to give
that LED would've been like maybe this is
way, way too tight. So again, just grab
all of the patterns. Let's give them a little bit
more width and simulate. Trying to get the scene here. That's again, the the avatar
not, not working properly. That's fine. Very easy fix which has
got this guy right here. Let's show the
arrangement points again. Since this case aren't going like in a very nice direction, we should be able to just
do something like this. Do the same thing for
this one's just there. When we simulate, it
should perfectly match or at least match this
things a little bit closer. That again, There we go. This a little bit of shoes are always tricky
on here on the marvelous. But as you can see, our leggings are working quite, quite nice. Now, I do think this fabrics
a little bit too, too tight. Let's keep more geometry here. Let's go down to ten. Let's see if that helps to lower the elements
down a little bit more. Because I do feel like
it's a little bit to tenths right now. I mean, of course the what's the word that jacket
is going to help. It's going to definitely
bring this thing closer. There we go. Then he says, Look
what things are looking nice as you can see, we have three pieces
of her uniform with our our turtleneck sweater, we have our skirt, a pleated skirt, and that we already have
the leggings as well. So I'm going to stop the
video right here, guys. And in the next one,
we're gonna start working on the most complicated asset, of course, of our character, which in this case is gonna
be the jacket itself. It's not super difficult, but you're gonna see
that they did in regards a little bit more like a thought put
into it, so Yep. Hang on tight and I'll see you back on the next one. Bye bye.
8. Uniform Jacket: Hey guys, welcome back to
the next part of our series. Today we're gonna start with the uniform jacket over character. So let's get to it. Now. This is where
we left off that you can see we
have the leggings, we have the turtleneck shirt, we have the skirts wall. And it's looking quite, quite nice like I really liked the general look of
the whole thing. You can see that the skirt of the pleats look really cool. The legging is
following the thing. I didn't take out the shoes. The shoes or something that
you can turn on or off. It's very easy on the
aperture section if you go onto your accessories,
There's a couple of shoes. For instance, I downloaded
this one's from the basic library that are a little bit closer
to what I would expect. But if you want to go
for the high sexy heels, of course, use them as well, which is the ones
that she had before. Yeah. Thanks. Are looking nice. Now we need to do the jacket. However the jacket is
allowed, but complexes, you can see there's a couple of things that are going on here that we need to make
sure that we get right. The problem is we already have a lot of things going on
here with a character. If we tried to build a jacket
in this specific file, things can get a
little bit tricky. So I'm actually going to save the project and I'm going
to open a new project. Now the cool thing about opening a new project here is that we're actually not going to
get rid of the avatar. The other two are still here. We're going to be able to
save the second project, this one, the new one
that we're starting. It's a garment later
on and they just imported on the final selection. If we can make our
jacket look good here, I know that it's going to look
amazing on the other one. Let's go onto
garments and work in that re-import the shirt. Again. Just re-import the
shirt in this case, I'm not going to use all
of it because I don't want the mannequin
to change sizes. We're gonna start
right about here. Now, here's where taking a
look at a jacket patterns, for instance, might
not be a bad idea. So if we take a look at the
Jack and pattern female, you can see that one of the
things that we need to do is we need to have a sort
of like a cut on the site. Like we can't have this be
straight like a T-shirt. You can see how we have
this thing as distinct. So cold the darts I'm going
to talk about shortly. We need to have this sort of
like nice waste on the code. What our darts, darts, one of those
terminologies that we use quite a bit in like
children world. They allow us to remove some
amount of fabric without, without losing the shapes that we have here
on the pattern. I'm gonna explain
a dark or a guy, I'm going to create a dark
real quick about here. First, just to show you how it works and there's a
very easy way to do it. There's this internal
dark option right here. And if I just draw a dart, you can see that we get to
this like a rhomboid shapes on this area and especially
on the bus area for, for female characters
you want to have or you usually are going to have
some darts like around here. You should have tried to point
at the corner of Dart with a nipple because
that's like the apex of the volume
change of the bust. That when you simulate what this dark we'll do
is we're going to start from one side to
the other, like this. So what's gonna happen
is they're gonna reduce, as you can see, the amount of cloth that we're
using on those sites. And darks can be super, super big and it can be
as small as you can, you can do and change starts
in a very interesting way. Now, one thing I need
to mention this, this is information
that Taylor's no way, way better than I do. I'm just a CG 3D artist. If you go to fashion
school, of course, there's gonna learn where to properly place them and
how to use them and stuff. But we can use them just
like what I'm showing here to experiment and find the
best place to position dots. Now there's a very, very common that female Dart that
we use quite a bit. So the first thing
I'm gonna do is I'm gonna grab
this two patterns. Let's change this to Like
opaque so that we can see through all the patterns. I'm going to scale
this down a little bit too big for a character
right now, let's simulate. There we go. That's a better fit to it. And as you can see, the hips of our character
or this hourglass shape. So what I'm gonna do is
I'm going to go into the ad point spline options and I'm going to
add a one-point there. And of course it's
gonna be on that side. And then I want to
make sure to add it as close as possible to this
other side right here. Then if we go into
Edit curved points, we can actually push
this points in. What this will do is
they will create a dart. We're creating a dart here on
the side of the character. But the difference is that
we're not doing this on that, on the whole piece of fabric. It's two pieces of fabric
that when they connect, they create this sort
of like dark shapes. Now, when I do this, you can see we get this away way nicer fit on our character. We can play around with how tight or not we want
the dark to be. And of course, the tighter
this and the more cloth We're gonna be reducing and the better fit we're going
to have a look at that. It looks really, really nice. I think it looks comfortable. It's falling nicely on the
hips with the character. And we get this
very nice effect. If we take a look at
the reference again. Sorry, oh my God. Sorry guys. I got my sneezing attacks. If we take a look at the
reference again, of course, on the concept that things are gonna be like really stylish, really like skin tithe and stuff because they want to sell, they wanted to make things
look interesting, right? But you can see that
in the real-world there's gonna be a little bit of wrinkles in a little bit
of changes on the effect. You can see that back
here on the back itself. We also have a lot of
room for improvement that there's a lot
of things here that a lot of extra cloth that
we really don't need. Usually on the jacket. Let me show you here. Usually on the jacket you're gonna have some darts as well. It's very, very common
for the jackets to have darts and this is the kind of things
that you're gonna see. See this right here is a dart. It's just how the dark looks. However, this is a slightly different than the
data we just saw. Because even though we can have this sort of dark where it's
like a diamond shaped art. You can also bring
the dark all the way down to the jacket. And that's also going to
create a different effect. So right now I think we're gonna go from the
traditional darts. So I'm gonna go here. And let's ensure like a
dark right about there. And then let's edit the pattern
and just move this thing. Let me go to transform
point segment. Oh my God, Come on. Strength to do something that I
don't want to do. There we go. We're gonna move
right about there. So when we simulate
now of course we need to so this together, so we, so from one side to the other, what that will do is again, they will reduce,
as you can see, the amount of cloth
that we have. And now we're going to
have a nicer looking back for our, for our suits. So darts are again super,
super, super important. So how could we do a dart to reduce all of
these things with you? I think it would be nice to
have a dark going all the way down to the waist.
How can we do that? Well, a couple of
different ways. So I'm gonna show you
one that's really, really fast and really quick. Again, we're gonna go
into the ad point spline. We're going to have one
spline right there. And then if you go into
the edit curve point, you can right-click and
you can say at Dart, and this will add a
dark just like that. Now we can modify this
start and say, Hey, we wanted to start to go all the way to the top right there. And it automatically, so sit together as you
can see right there. So when we stimulate,
There we go. This looks way, way nicer. We don't have as much volume
of cloth like down there. And we're getting really,
really nice effect. By the way, wrinkles are fine. Some people are really
scared about wrinkles. I think they look
cool and they're, they're part of carbons. There's always gonna
be some wrinkles. If you're really wanted
this to be like super, super, super tight, then yes, we will need to modify
these things a little bit more to make sure
it works better. Now the one thing that I'm
noticing here is see how we have this very nice
straight like front here. Again, following our concept
looks very straight, but then it has this weird pinch and then it goes forward. The reason why this is
happening is because the darkness actually
reducing some of the volume. So this length right here that the back length is no
longer the same as the, as the front length. And that way we're getting
a pool going up, right? So we need to actually push
this guy down a little bit, down, a little bit to recover
that sort of straight edge. So just forced distinct
just a little bit down. Same one for this
because we're trying to recreate a curve and
that's gonna start straightening things
a little bit more. We could also go here and add Laika like a love of
a curve on this area. I think that's gonna help. There we go. That looks a lot nicer. Now we can push this
thing up again, up again. In the beginning. This is what I like to call free styling, freestyle
tear learning, where we're gonna be
like a moving things around to make sure
that everything looks as nice as possible. There might be a couple
of points where you're going to have to be like trying to figure out what the best, like, the best approaches
to any specific piece. Now, we need to separate
the front part of the shirt to get a nice fit here
for the bonds and stuff. So I'm gonna go to the front and I am going to
remove the sewing line. Here, the sewing length. We're
gonna remove this thing. Now I'm going to
create the buttons. So I'm going to create a button. I'm gonna click. Then click here. We just want to move this
thing to, sorry, just go. Let's go here. It's gonna be my
first vulnerable. Let's take a look at the, okay, so it's quiet right
around the Boston area. So it's about there
is the first one. Then as you can see, I'm
trying to find the number. That's 30. We're going to try
to move everything at 31.6. And there we go. So it's gonna be like my
four buttons right there, actually go lower and lower. So probably like above there. There. There, there we go. We're gonna do the
same thing here. It's the option button
and then we're gonna do a buttonhole on this
other side right here. You can actually, you
know, what we can do, we can actually go
into the buttons. I'm going to right-click
and I'm going to mirror, are duplicates,
symmetric pattern there in the exact
same position. And then once I have this
one right-click and I'm going to change them
converted into buttonhole. There we go. So now there
are, there are a buttonhole. Finally, I'm gonna go here to the options and I'm going
to use the fastened been tool to tell each button
where HP fascinating too, which in this case is of course
the opposite buttonhole. We simulate this where we're gonna get my love of concern. Let me, let me go back. Is this thing the
other way around? Okay. So I'm gonna grab. Okay, there we go. Now let's start one by
one because sometimes the fastened button
doesn't work as intended. As you can see right there, it's kind of like overlapping in the way that I don't really like how it's trying to go to the other
site there we call it. That's why they want I don't want this one
to go through there. Like that. Perfect. Now let's do the second one
button from here to here. And then let's do two
more from here to here. And from here to here. The final one didn't make
it properly through. Let's help it out a little bit. A little bit of push and pull. There we go, until the button
is outside of the cloth. There we go. Perfect. Now you can see that we get
our buttons for our element. Now buttons are like seems. So what I mean by
that is they have their own sort of elements
over here like fabric, sorry. We go here to the buttons.
We have this default button, which is the one
that we're using. You can actually
change the color. So there's gonna be a red
button because that's the, that's the color of the button
that we have for the suit. Yeah, that's it. As you can see, our like our fit for the
pseudo is looking good. I really like how
this is looking. We have this little opening very similar to what
we have right here. If we don't want to have
as much opening here, since you are now
separated the governments, we can actually edit this curve point and just bring it down a little bit more. Or like give it a little bit more depth
towards the front like this, a little bit more
room on that area. And we're going to be
crossing over the element. We're gonna be talking about the colors are very, very soon. Let me just check the time.
Let's see how we're doing. Okay, we're doing fine.
Before we did the colors, I want to do a couple
of other details that slightly easier for now, which are like this, a
button or the pocket. Thanks. Now, we could
technically build a pocket that works and
it's perfectly functional. But in this case, for
this particular one, we can actually just simulate
the pocket would be. So here we go. To do the pockets. As you can see, the only
thing that we needed, It's a little bit of
piece of fabric that's gonna be sewn on
top of the element. This is where again,
internal shapes are really, really, really help. We haven't broken the
symmetrical thing by the way, we only broke the sowing lines. So that's also something
to keep in mind. I'm going to go into
internal rectangle. We're going to add little
rectangle right here. And I'm going to kinda like make sure that
this thing with you, it looks as close as possible
to how it's supposed to be. This is way too much by the way. Bring this thing
back. There we go. Simulate because it's making this little button
to have a hard time. The other but now he's
having a hard time. So there we go. There we go. That's a lot nicer. Eventually we're gonna give it this jacket a little bit of thickness with the over under method that
we've used before. But for now, we're just
going to keep it like that. You can see we have that
internal shape right now, which seems to match
the orientation or location of the element
to be a little bit higher. So I'm going to just think
a little bit higher. Just make it a little bit
smaller, right about there. Perfect. And it's
symmetrical on both sides, like we have the same
thing on both sides. Now we need to create
a little flap, the little clip just gonna be
like outside of the pocket. Just to kind of like a,
like a carver thing. And the easiest
way to do this as just right-click and
say Clone *** pattern. This will clone the pattern,
as you can see right there. And now it's just
a matter of sewing this thing on top
of the elements. So I'm gonna grab this thing. I'm going to use my
free sewing line. In this case, since this is
going to be a fake pocket that he says One is to
be able to start there. And we're just going to go
all the way around like this. We're going to do the
same thing. So select this pattern
Control-C, Control-V. Go over here. Free sewing. We're gonna so this one
to this one. There we go. Now when we simulate a force, these things are
gonna go toward, are supposed to be
going, they're going to float around and go into
their specific elements. Let's straighten this out. And it's the simulation against just simulation
of a pocket. Let's bring this out. Command button. Maybe we need just a little
bit more resolution. So I'm going to bring
this down to like 15. That might help with the button. Go. There we go. It's a little bit better. Let's just straighten
this thing a little bit. You can see the
pockets are giving us some interesting folds, which is perfectly fine. Here. The darts, if we want to remove a little bit more Club
because I do still think there's a little
bit too much cloth there. We can again go into
the editor points and just move the script point in
like make the darks longer. And of course when we stimulate, we're gonna have a
little bit less. Let's cloth back there. That's also going
to, there we go. It's going to strengthen
our jacket quite a bit. There will be a really
tight fit though. I mean, it's maybe a little bit uncomfortable to move with, but it's going to
look really, really stylish, really, really nice. Cool. Yeah, Now we're going to do, we need to do the
sleeps and we need to figure out a little
bit of work here. You can see this one's
right here, like this. Elements like the sleeps are
a little bit to to white. We're gonna have to
figure those out. And the first thing
we can do with the sleeps is just
grabbed the segment, the pattern here, this two guys and just make
them a little bit longer. Let's say I wanted
to play nicer. Let's delete that
point right there and bring this thing down
just a little bit. Stimulated again. Helped patterns. Let's give it a little
bit more length. Similarly, the GAN, again, they can see that on a
real piece of clothing, it is gonna be quite
close to the body, but not super, super close. So let's grab this guy,
this guy right here. And we're going to
transform point segment. Let's bring this in like this. Now the sleep should be
a little bit better. That's a lot better with definitely need to
bring this in as well. There we go. That's a lot of nice
lot closer to what I would expect to see
on that on the suit. It's not skin type, but
it's a lot, lot tighter. Now, I want to show you
a nice little trick here for the shoulders
because as you can see, usually in this
sort of garments, there's like a hard
border right here on the, on the elbow. You
get a sharp effect. And right now we don't have
that sharp, sharp effect. So I'm actually
going to be adding a piece of fabric
that's gonna be living underneath this main piece of suits gonna
leave right there. And we're going to use that to strengthen the union and
create this sort of like, again, sharp effect on the arms. So the way we're gonna do this as relatively simple first, we need to know how, what's the distance for the segment
of that we want to have? Because it's gonna be pretty much like an on this upper side. The whole segment, as you
can see, it's 477 points. So it's probably not
gonna be DAD long. Another option that
we can do is we just used our free sewing tool. And if I do this,
that's a 100 units. So that looks a
little bit better. Let's do a 200 units squared. I'm going to use, I'm going
to create a rectangle. And it's gonna be 200 units. And it's gonna be
really, really small, like probably like
ten millimeters, so just one centimeter. There we go. Now this thing is, I've mentioned it's gonna be living underneath the main like chess piece or
the front piece. Council. What I'm gonna do is I'm going
to go to my sections here. And let's split. Uniform split. Of course. The same thing here. Split, uniform split. There we go. What I'm gonna do
is I'm going to show this half to the front. Blue points, say a 100. Couldn't be more exact if I, if I try it and then they
weren't right there. The 100th or actually
it's from there to there. That's from middle point. It should be from
middle point down. No, I was right. It was from here to here. From here to here might
look weird there, but it's looking nice over here. Yeah, so this is
what we're gonna do. So this thing is gonna be
sewn together right there. What we're gonna do
is I'm gonna change the particle distance
for this thing to a very low
number, like a five. I am going to select this
option called strengthen. We've seen this one before. And what strengthened
will do is it will strengthen
the whole fabric. As you can see, we create this very nice sharp
line over here. Now what we're gonna do is I'm going to stop
the simulation. We're going to bring
this thing forward. Can select the
arrangement points again. Because we're going
to reposition this so that it simulates
on top of that element. Here's where we can
also use a layers. So this pattern, rather, this guy right here, I'm
going to select layer one. When we do this,
it's gonna be on top of them and see
what's happening there. That little piece IS that I added is making
the Schindler way, way, way stronger than
what we had before. Now if you went to exaggerate
this a little bit more, you can just grab
this piece over here, going to the pattern and just make it a
little bit bigger. Now as you can see, we're gonna have a nice line over there. Of course, the more
resolution we have there, the sharper this
is going to look, but it's kind of like
adding a support the piece of fabric there to make sure things
look a little bit better. So that will be my that would be the advice
that I would give to, to get this sort of
like sharp effect. Now there's, of
course other ways to do it, but I really
liked this one. Now of course we
need to do this. I'm going to right-click
and I'm going to clone pattern with
light blinking or just just mirror
paste over here. Let's copy. Let's just paste. Let's make sure that
it doesn't have any seams to note does not. So this together,
from here to here. Then from here, it will be here. We're going to select this line right here, so that's
the layer one. Okay, Perfect. Select this guy, right-click and strengthen
and just simulate. You can see this is
gonna be underneath the element and this is going to push the arm up a
little bit right there. So it's gonna give us a
very nice sharp effect. On the other shoulders. The button is gone crazy
again, come onto my friend. You can do it. I
know you can do it. Here we go. So that's it for this one guys. I know we went a little
bit longer than usual, but this is just the
basic construction of our foreign coat and the jacket. And the next one we're
going to continue, I think more details because
we're still not done. Hang on tight and
I'll see you back on the next one. Bye bye.
9. Uniform Jacket Details: Hey guys, welcome back to
the next part of our series. Today we're going to continue. We did jacket details, so let's get to it. This is where we left off. I just changed the size of the jacket just slightly
on the scale here, just still a little bit more. Had to move the bunch again to make sure that
they worked properly. But now, let's fix this thing right here because
it looks horrible. Now, the reason why we have
a lot of cloth heroes, because of course the shoulders
a little bit too high. So I'm going to use my edit curved points as well here I'm just going to push this
thing a little bit closer. So that should reduce some of
the cloth that we're using. There's also a little bit
of tension over here. It seems to me that it
could be coming from the from the fact that
the what's the word the, the length of the arm,
like the section. If we take a look at the pattern here, this one right here, a hundred and ninety four
hundred ninety four, it's no longer the same. So this one was a
184 and this is 254. What does that mean?
Well, we have more cloth over here than what
we have over here. And we know what happens when that occurs on
the, on a garment. Like we're gonna get
this or wrinkles. So again, we can go
to this section right here and edit the points and just start reducing
the arm length and get it as close
as possible to a 196 doesn't have to be all
the way down to a 196. Just buy. Even if we need to delete a couple of points, that's fine. There we go. Because that will start reducing some of the wrinkles
that we have. More reduction here. We're not reducing enough. Let's go here on this one, the dark side of
things. There we go. So that's 195 or the
liver them or just have some some room because otherwise we're gonna start getting that super
weird stretch. It's all about trial,
narrow trial and error, and fitting clots
onto the character until it looks,
until it looks okay. Which in this case I think
we're, we're getting closer. You can see that even
though the reference, we'd have some lines right
there that does the dark. There's like a nice
little dark there, hunter on the bus swell. It seems like a dark. Yeah. That's starting to look
quite, quite nicely. Now let's talk about the colors, because scholars
are one of those things that can get a little bit tricky when doing
visceral garments. But it doesn't need to
be either can actually be relatively easy to, to do. The way colors work
usually is you would have excess cloth like right here, like
this one right here. And then it would fold
back onto itself, like we would create a
piece that would fold back. So technically this point
right here, for instance, this one, this one right here, it will go over and then they
will fold back onto itself. We're gonna do it a little
bit different because I've always found that trained to do it or doing that with this or clots can
get a little bit tricky. So I'm gonna use an
internal line here. I'm going to create an
internal polygon line. And we're gonna go from
that point right there to about where the
element finishes, which is about there. Just enter. Now we're going to have a line. Now what I'm gonna
do is I'm going to change the curve point
like this one right here. I'm going to convert to
segment for it or not. Second convert, I'm just
going to delete the third that I want right there. It's not where it's
supposed to go or something what
I wanted to do. So let's go back here. I want to edit transform
point segments. This segment right here, went to be straight. We're going to, you know
what? Let's keep it simpler. I got to where they
tried to fix that one, but I think it's
gonna be easier to just set the coincident. So, and now we have
a different piece. So now we just
delete this piece. This piece, we don't
need it anymore. And we can select
this section to see how long did this is two hundred and two hundred
and eleven point four. I'm going to create a polygon. It's gonna be 211.4 by, let's say just 50
for now. Keep okay. Then cancel. Then we can select one of the
points and just delete it. And we're gonna get
a triangle, which is a little bit closer to
what we're looking for. Now I'm gonna grab this guy and this guy just going
to click and March. As you can see, we get
this interesting effects so that when we simulate, we're gonna get this
little flappy thing that's moving or just transitioning
to closer to what I want. Now that we have this shape. Now I'm gonna go here
to the internal lines. I'm gonna say internal
polygon line. We're gonna go from that
point to that point. And I'm just gonna stimulate
now this specific piece, just, just this
pattern right here. Everything. Select a pattern. This pattern right here. I am going to say get caught. And so now the reason why I wanted to do
this is so that I can select this piece as
a different piece of fabric and say strengthened. When we strengthen,
I'm gonna be, it's gonna be a
little bit easier to fold this thing
to the other side. Let's just keep pushing here. I think it's a
little bit brother. I'm seeing the
element right here. This thing is supposed to go like a little bit
brother like this. Let's simulate. This
is going to go there. I'm just going to stop
the simulation now. It's Spacebar. And that's gonna give me
the first part of my color, the initial segment that I would expect to have here on
my, on my government. Now of course we're gonna select this guy again
and eventually, and we're just
going to strengthen when we simulate this thing, just false on top of
the other sections. So that's why I was
looking for a strengthened as just like a crutch. I think that's the,
that's the proper name to help us with the element. Now the other pattern
on this other side, it's very similar. Just
going to grab this guy. I'm just going to
copy and paste. And then I'm going to mirror
or just mirror paste. It's fine. Just delete this one,
like this one over here. Just so we can go from here to here
and it will stimulate, we're going to get the
other part of the color. Not bad, not freaking bad. Now you can see due to the
tension that we have here, this piece of the
color is trying to go all the way
back, which is fine. And we can let it go back
or we can just click it and go here. Stop the simulation. I'm just going to click here and I'm just going to force it. So right now, I don't
want the flaps of the colors to be
moving to other sides. Now, if you take a look at
this pattern right here, well, you could interfere
and you wouldn't be wrong. But you could even fear that there's a specific way in which we need to build the
back color for this, to actually create this specific shape
that we're going for. It's not just a
rectangle in that set. So here's where we need
to develop our 3D kind of mindset and understand that there's a couple of rules
that we need to accomplish. So again, I'm gonna
use Paint Tool. This is krypton create Lisa
free painting software. So let me turn on my
tablet real quick. Just 1 second. There we go. So we
have the neck, right? This is the head of a character
and this is the neck. So if we were to
pull the color out, we know that we need
to go around the neck. And if we see it
from the top view, we need to attach the color to all of the
circumference of the neck. So yes, that means that
the base of our color, it's gonna be completely flat. It's gonna be like a rectangle. And this rectangle has to
have the same measurement, which we need to find off of the neck of the neck
like a pattern. Then as you can see here, it goes up and it pretty much stays close to this
pattern right here. But eventually it flares out. So it's going to go like this. But then we're gonna do
something like this. This is the actual pattern
that we're gonna have to look for are built to create
a specific shape. Because again, if we
were to move this, this whole thing all the way up, we would expect
to see this shape right here because
when we fold this, I'm gonna try to
fold in a drawing. If we follow this, we're
going to create this sort of thing like this. And due to this little
things right here, they're going to
go back in space and then we're going to have
the other ones over here. That's what we need to find. So we know that this measurement is gonna be the neckline. Then we're gonna
have one mushroom. Write that right
here is this one. I mean, we're gonna
have a specific height, which is the height of
the color right there. How high we want this to go. And then we're gonna have
another little connection here, which is this one right here. And then we have the
little triangular area. I know it can be tricky, but
it's not that difficult. Let me show you. I'm gonna go back here. First. I need to find where
this point is. So let's go into segments,
section pattern. And if we go here, this is
the second, so it's 44. Like this last section
of my element is 404 before we touched this
little triangle right here. And that 44 plus another 44, it seems to be not
so ADH or something. It seems to be 132.7. I'm going to go into
my rectangle tool, create one rectangle, a 132.7. And let's make this
not so big right now. Let's do five and hit. Okay? So this is half of
my, of my color. Of course we're gonna go
here to the Edit Pattern, click, right-click, and
then we're going to unfold. This is gonna give
me the other half of my color. I'm going
to grab my pattern. Let's show the
arrangement points. I'm going to bring it
back here like that. It should be fairly easy to
follow all the way until this point on how we're gonna
be doing the sewing, right? So we're gonna go to
sewing, free sewing. We're gonna start here. Here. We're gonna go
from here to here, or actually from here. From here to here. And
we're gonna go from here, the first blue point. Then from here to here. It's gonna be a
second bullet point. On the back. We're gonna go
from here to here. I'm just going to be from the mistaking that
one right there. And then finally we're gonna
go from here to the center. From here to the center. Now we simulate. We get the color,
color is there. It's nice and it's
doing what we want. But it doesn't have
the proper height and it's not doing
the proper folder. So of course, we're gonna
go to the segments. We're going to go with
this segment right here. Bring them up to make this
color a little bit bigger. And now I need to create the
lines like the main line, the actual line that's going
to be doing the division. Again, there's a lot
of ways to do it, but I think the easiest one is to just create an internal life. I'm gonna go here with
internal polygon line, like right about there,
there. Let's hit Enter. Then. I am just
going to stimulate. And remember what we talked
about internal lines, the fact that they worked
like support edges. That deadline right
there should help me, like unfold this thing
a little bit easier. Because otherwise comes to a little bit of a pain to do so. Now, we could also try to
doing the strengthening thing. Nothing right now
it's going to work. So as you can see by just moving this around that
line that I created, it's helping me form the color. There we go. Went
somewhere else. There we go. And this is gonna
be the color of the shirt. Now, I want to create this effect right
here where this color, because right now I'm actually
let me copy this image. There we go. So right now what we have, well, we have created is not
the complete line. We've created this
line right here, and we have this
line right here. So we need to create this section before we
appended to this section, because if you made the mistake of saying it, I'm just
going to add a point. And so these two
together, you're not going to get the
shape that we want. So we need to create
this new shape on the sides of our little, little color right here. So going from this
guy right here, coming in late to
create a little shape, that's gonna be the shape
that we have right here. So I know based on this
shape that from this point, which means this
point is right here, this line right here, actually the internal
line that we have, we can just use that internal
line and just push it out, but I need to weld it first. So remember what we did
with the blades click. And I'm going to say extend trim and that point
pattern outline. There we go. Now if I select this point, actually let's delete the line. There we go. I just wanted to point
that we can push this point like this. Now the ideal thing would be
to make this symmetrical. So let me see if I can do this. I don't think I can. I mean, we can just call
it later on or if we find the exact number. That's also an option. I'm just going to push this out. Let's see here we're gonna get that little
effect right there. That line right there. That's the line
that we're gonna be sewing onto this
section right here. So this line right here. Now, we don't want
this to be super big, so we might need to bring this thing down a
little bit like this. And as you can see, the
little corner that we would expect to have is no
longer where we want. Again, we also might need
to move this line out. Now I know this section and I know that distance that's 34.2, but I don't even need
to know the distance. The easiest thing
would be to just copy this or just a
free so this thing, but I don't want to do
that just like that. I actually want to have
like a symmetrical piece. So I'm going to
delete this points. And we're gonna
select this guy right here, click and unfold. It's going to treat
the other side of the necklace again or the yeah, the next piece we need to, so again, I'm gonna go to
free sowing over here. We're going to go first. So we're starting
from here to here. Since they're there. Then from here to here, from there to there, to the end. There we go. Now, where are you going to go from the base here
to the base there. That's the one on this side. Yes, I think of this
And we're gonna show it to the side like that. But as you can see him,
another little issue here is I don't
want to start all the way to the top of
the rhomboid shape. So if I don't want that
section right there, I just want to show it
to half the section. So let's try instead. Like half of this one. There we go. That's a little bit closer
to what I was expecting. Seems to be working fine. Now that direction and things,
it's the other way around. So let's go forward. The vase. There. There we go. I think that's work. That's the same thing here. From here to here.
From here to here. Waiting to reverse
it will reverse it. But now I think we
need to reverse it. Because the normals are a
little bit inverted here. That tells me that it's
this other way around. Sorry, not my bad. So it's from the
base here and there, from this space up, there we go. That's the one. Again from the base here. Let's first delete that sewing. Free soaring from
this base there. Then on this side is
from here to here. Now when we see me
late, There we go. We're gonna get the proper interaction that
we're going for. We're looking for on
the cloth. That's it. We have created our color. Now we want the color to be a little bit wider
because I think, oh, actually let's
phrase this thing. There we go. There we go. That looks a lot better. Then that was just a
matter of making sure that we find the proper the things. I think this color is
a little bit too high. So we might need to move a couple of elements
here and there. If we need a little bit, like
a bigger color out here, like maybe change this
thing a little bit here. We could like a bigger
flap on both sides. That could also be an option. But in this case, I think,
I think we're in a really, really good position
like this is looking quite,
quite, quite nice. And the general
look of the coasts looking close to what we
have here on the reference, I'm actually going to
change the pose real quick just to see something here because I'm a little
bit worried about when she brings her arms down. I'm gonna go here to the posts. I'm gonna go to this
more relaxed boast. And I want to see the fit of the garment on this
specific bolts, which seems to be
looking quite nice. Let's push the button again. There we go. Thank you, Mr. button
for staying put. And there we go. Yeah. That's pretty much it guys. We've successfully finished this nice jacket
for our character. I think the arms are
looking quite nice. There's enough room
for everything. You could, of course, make the difference like
a little bit smaller, change the fit slightly. But I really think that we're in a really,
really good position. Again, taking a look at the
concept here, whereas it, the only other thing that I
see is that certain areas have a little bit more
thickness to them. I'm going to show
you that real quick. The other thing is
the fact that we have this patch
here on the chest. So let's do that real quick. For the patch, that's
probably the easiest ones. Epec, very easy thing. It's just an Internet rectangle. We're gonna go like right there. Cancel, there we go. And then just select Pattern, right-click and clone this
pattern, have this right here. I'm actually going to
make it slightly bigger, slightly bigger to have
a couple of wrinkles. And that was just a matter
of free sewing. This thing. I'm going to grab this guy. I'm going to go
into free soloing. We're gonna free, so this thing into the main
pocket right there, simulate and there's
a bucket now, it will want to get this or pocket a little bit more volume because right now it's just
like a patch of cloth. You can actually end. This
is what we're going to start doing pretty much
with a lot of the pieces. We're just going to grab this
thing and we're going to say layer clone over. Remember when we do that, we not only create a new layer, it actually already so sit
together and for instance, this overlayer, I can make it a little
bit bigger as well. We get a couple of
extra wrinkles there that might look interesting
for like a patch. So I'm gonna do the same thing for
pretty much everything. I'm gonna grab this guy. The color pieces. I definitely want to
start with those. Not the support pieces. We don't really need
the support pieces. We do need the
pieces right here. And I'm going to right-click and definitely the back right-click. And I'm going to say layer clone under in this case,
let's break this down. What this will do
is it will create a new set of
crawling everywhere. And this will give you a
little bit more volume, so it will look a
little bit fuller. And that's of course going
to make it look way more realistic because this is
what you would normally have. Like cloth has a certain
type of thickness to it. It's not just like a
thin piece of paper. Come on, come on. Don't go crazy. That's the simulation
going crazy like it's trying to overlap things that are not supposed
to be overlapping. As you can see, if we
rescue it from there. My work, let me control C. Let's start piece by piece. I think that might be
a little bit easier just to see which ones
to behave properly. So let's start with the arms and we're going to say layer clone. Under. There we go. Simulate. The arms are one of the ones that are
creating some issues there. It seems like it's
correcting itself. Let's actually let me
before we do that, let's go back to the original post. Was
this one right here. Let's simulate to make sure
that there's no, No issues. Now let's start trying this. I especially like the two pieces that they
really, really like. We'd like to have this
on, will be the color. So let's bring this up. And let's simulate and
see how this look. There we go. And as you can
see the color there is, it's trying to move up. That's because it has extra
layers of, of clotting. So I'm gonna select
this guy right here. I'm gonna reimburse
normal on both of them. So flip normals. Flip Normals. A worst-case scenario
like if you're really trying to create
this sort of like hard line and it's
not letting you because it's becoming a little
bit difficult to control. Worst-case scenario,
you can use something called attack to cloth, which is this one right here. Like, like attack. Literally just grab 1 on the characters like this
tack on avatar or tech. You go 12. And then when you simulate, there's gonna be a
little pin right there. No, there's no harming you in. And then using the tax. Usually on the real-world, you're not running
around with texts. But for this kind of things, especially if we're
gonna be breaking this into a character garments for, for games or something. It's totally fine. Totally, totally fine as long as it, as long as it looks nice. One thing that we
definitely need to do is we definitely need to increase the resolution on the colors, on
the color pieces. Because the resolution right now it's a little bit too low. Let's go all the
way down to ten. That's definitely going to
help her relax it as you can see it it falls
a little bit nicer. There we go. Let's just help
foods with overall shape. Cool. I definitely want to grab
the front and back pieces. I do want to give
them thickness. So again, right-click clone
under and see how that looks. There we go. See
how that gives us a lot more fullness to the suit. Let's go back to the fabrics. Definitely. Let's add the
fabric to the suit. So let's add a new fabric. Let's add this dark, dark gray fabric because I really want to see
how this thing looks. The whole thing. Quite
nice, quite, quite nice. Pretty sure. Let's just assign a new one. I think it's gonna
be easier to just assign a new one to everything. And that works a little better. There we go. There we go. So now that we have this
ready, now that our, our cloth is ready, now
what we need to do, and this is gonna be the end
of the chapter, which again, I apologize that we're going a little bit longer than usual, but for this sort of demos, I find a little bit
easier to do it this way. Let's just push this out. There we go. Let's save this real quick
because I haven't saved and it would be a shame
if we lose all of this. So let's save the project. Welcome to our chapter. You're going to find this
in your jacket chapter. Jacket. Let's call this cool
yak it, perfect. Now I'm going to say
File Open project. Let's open the school
uniform project. And let's open it. This is what we have. Let's bring the avatar back. We don't have an avatar. That's fine. Let's
bring an avatar. So this is what it should be, the arbitrage that we're using. Yes. There we go. I'm just going to say file a project and we're going to add the school jacket to this
brush so you can see it. Okay, we're gonna add, we're gonna add the carbons only and we're gonna hit okay. We'd like to know I
didn't want to do that. So as you can see, that's the jacket
here of course, like whoa, of this
pattern for jacket. Let's select the
layer link for the. Let's save this real
quick and just simulate. Wait for everything to go out. Now, the fact that we have cloth underneath the jacket
will also help the jacket still
a little bit more full because the cloth
is creating volume. That will also make it
make it look a lot nicer. Well, that's the
stuff that we don't need the layer
information anymore. So let's bring the
layer back to 0. Let's resume the element here. And let us just helped a
little crazy bottom there. Come on friends. One way we can help this. We know that all of
this is working, so Control K to freeze it. Let's just start with this.
That way It's only day. The jacket simulation. Let's try it again. Don't go crazy, man. There we go. Now itself. Perfect. So yeah, there you
go, my friends. As you can see, all of our governments
are already and our character
is looking amazing. Look at her, ready
to go to school and be another NPC inside of, instead of, instead of the game. But one more thing
that I want to show you something real quick. Remember this one, the
cotton one that we're using. I actually found the pattern for your for the school sqrt. If you go into the Chapter two, you're gonna find this pattern here on the texture
map of the fabric. You're gonna load that pattern. And that way you're going to
have the pattern under skin. We'll talk about
patterns and how they work and how they interact
later on as well. But yeah, this is, this is
the end of chapter two. As you see, marvellous is a I would consider it to
be really simple software. There's no both
tools we're using pretty much the same elements
over and over again. But the way you
use those elements in the way you interact
with those elements, the way you of course, are creative with the elements. That's what's gonna give you the best result here
instead of the software. Yeah, hope you guys
like it to make sure to get all the way
to this point. And I'll see you back
on the next chapter. Bye bye.
10. Using Patterns: Hey guys, welcome back to
the next part of our series. Do they weren't going to
continue with chapter number three and we're gonna
be using patterns, a couple of them to
get some nicer stuff. First of all, let's tell our little avatar
here that it's time to move on and we're gonna be working with
someone else for now. I'm just going to go
here avatar and isolate, select, delete all avatars. Now I'm going to go into the aperture section
and we're going to be using a male character. So we're gonna go here to
the male character and remember all of this
characteristic, just erase here. They are available for you if you're subscribed to
the full version, the only thing you need
to do is just click on this button right
here and then we'll download it from the site. It just stores them on the Cloud so that you don't have
to use all the stuff. I'm gonna grab this guy because we're gonna be doing a medieval, like a Viking kind of look. And I think this
guy is the closest we'd probably have,
like a biking. Some of the other ones are of a different ethnicity
for the time periods. So in this case, this is the character and the, in your chapter three folder, you're going to find two, whereas it can give
me just 1 second. There we go. So there's gonna
be two references. The first one is
this one and this is what we're gonna
be starting with. Before we actually
jump onto the, onto the garment itself. We need to understand what
the **** is going on here. Because usually when we
take a look at the pattern, they're gonna be
saying and telling us a whole bunch of
different things. This should write here. There were, say, it has
a specific measurements for a specific
kind of character. And this is the first
thing that I want to make very clear about patterns. Partners are really good, but there are more a reference
than a Complete Guide. So if we were to trace this, use the exact same
measurements and then make it so that it simulates
Santa for our character, we might not get the
result that we want. That's very important to
know because a lot of people think that the
parent is going to be like this magical solution. And there's a lot
of sites that even sell patterns and they're good, they're great ways to
get more referencing. And it started the project. But the problem is that
you need to understand that each specific
characteristics, specific person is gonna
be slightly different. So your job as a tailor and
in our case has three yards, is to make sure that this thing is in the best possible way. Whenever I see a pattern, the first thing I
want to see properly, how many pieces do we have? We have the body, which
is a very square body, doesn't have the
same sort of looked at we've been seeing
for shirts and stuff. We have a sleeve fairly, fairly East to understand. We have this thing called the, I'm not sure if it's
pronounced who said or go set up this, this little like
squared that gets sewn onto the inside
of the artistic, give it a little bit more flair. We have the next
event and we had wristbands, and that's it. That's pretty much all we
have for our characters. So we're just going to bring
this in and we're just gonna go here into the element or
into the section right-click. We're going to say
add background image. We navigate to our folder and we'll select
this one right here. Now, the scale, the ideal thing would be to
get this into a nicer scale. So let's say something like
three hundred, three hundred. There we go. I'm gonna
move it to the side. I usually don't like working with patterns on top
of my characters, but if you find the pattern that fits the character before, you can trace it on top, and that's, that's
perfectly fine. The first thing that
we can do, well, my bath, I will forget
about canceling this thing. There we go. So again, 300th just hit. Okay, there we go. The first thing we're
gonna do is the body, this body right here. As you can see on the, on the page here are the options were expecting to have the
character that he posts, which we don't have. But we can, and here's
what we can do. We can go here to the
character and select, remember this show X-ray Joints. I can grab this edge right
here and this edge right here. We can rotate them. So they're in a T-Pose. It's not gonna be a perfect
T-pose because we don't have the properties like the exact
properties of the elements. What's gonna be
really, really close. Now the deformation might
look slightly weird because here the shoulders, they're way too low. But if we wanted to
have the tuples, we can definitely have it like this and it's gonna
work just fine. By the way, the arrangement
points is still working. Everything is still working with this jury instrument
points are like linked to the mesh itself so we can move the character and posted,
create this sort of thing. Now over here, I'm
just going to go into my polygon creation
tool or rectangle tool. And I'm just going to create a big element right
here like this. Now, see how it doesn't even matter because this is strong. So that's why it's very important to
understand the patterns. Again, they're just
the guy that you don't need to be like, like something that you're
always going to be using. As you can see here, it says that this
is the shoulder, this is the other
shoulder and this is the domain part of the body. If we were to place
this on top of her character, it's not enough. It's not gonna be
enough to really fold nicely on top of the character is gonna
be really, really slim. It's supposed to be 6170
meters on this side. But if we take a
look at the pattern right here and we check, you're gonna see that we're
only at 47 centimeters. So that means that my
pattern is a little bit too small for
what we're going for. So I'm going to
select the pattern and let's just make it
a little bit bigger. Let's select this again at the pattern and we should be 65. That's fine. This is a lot better. It
looks a lot nicer over here. Now as you can see,
we have a circle and we do have some
measurements for the circle. Do we need to match
the measurements? Measurements perfectly? No, not really. And in the medieval times
they were not super savvy about like a lot of calculations
more often than not. And that's why you see this
in very square shapes. More often than not,
we're just caught like patterns together and
sell them as they could. In this, I'm gonna go
into the internal shapes. I'm going to create
an internal ellipse. And we're going to
start right there. And I'm going to have
roughly pinpoint where this thing is supposed to
be, which is about there. Now of course, I
would like to move this thing to the very
center of the element, which is right there. I'm going to right-click,
I'm going to say right-click the pattern. I'm going to say cotton, so, and then this pattern right
here, I'm going to delete. We have a hole on death. Now we're going
to position this. Unfortunately, we couldn't use the the points right there. I don't think it's
going to really make a whole bunch of difference. The attachment, but there's no really an attachment
point that we can use. So I'm just going
to move this thing. Let's rotate this around. We're going to just pretty
much let it fall on top. Now in this case, I
am going to go into the neck because if I let
this fall from the head, it might not find the
proper direction to go into the head and it might
slip through other sites. Now, if we do this,
we have like a, like a poncho in Mexico, we have this things
called Serapis and they're kind of
like this just longer. Yeah, there we go. We have
our first piece of fabric. Now, as you can imagine, we're going to have this sleeps just leaves are gonna be part
of the elements in this. Leaves are gonna be sewn
onto these areas right here. But we're gonna be
using free sewing. We're not gonna be using like traditional sewing in this case. Let's do the sleeps now we're getting some measurements here. So let's try and match them. Just gonna go here, click
and it says that we have 5550 centimeters
by 65 centimeters, so it will be 650 hit. Okay? This is where we get
the other way around. So let's just move it like this. See how it doesn't even
match. Like the proportion of measurements is not
correct, but that's fine. That's part of the
as part of the deal. So I'm gonna grab this guy. I'm going to right-click, I'm going to copy, and then
I'm going to right-click. I'm gonna say mirror paste
right here and then this one, and this one I'm
going to click again, I want to say apply
linked editing or symmetric pattern
with showing. There we go. So now they're connected. If I grab one of this and they show the arrangement
points of my guy, and I move it up
here, for instance, you're gonna see
that we get this. As you can see, the
sleep goes right there. As you can see, this is
a really long sleeve. You can even see
the pattern here. It's gonna be a
very puffy shirt, which is perfectly,
perfectly fine. I'm going to grab my sewing tool and we're going from the top, or let's go into segments
sewing from top to the bottom. And that's going to
happen on both elements. So if we seemingly now, you're gonna see that
we get this very, very puffy. Sorry, my bad. I did this the wrong way. Now, why did I do
this the wrong way? Well, because I
played this thing in this long direction
right here with over here, they actually went
the other way. So that's something that
we've mentioned before. We need to rotate this
guys so that when we select these guys and go
into the Pattern Options, the direction of the grain
of the, of the element. Here it goes in the proper
direction. There we go. There should be it.
Now, Let's just make sure that we are
grabbing the proper segment. So it's gonna be from
here to here. Am I right? Yes, there we go. So now we
simulate and as you can see, we're going to get this
super long puffy slip right there. That's it. We get the beginning of
her sleep on both sides. Perfect. Now, I'm going to select
this guy right here. Since I went to, I went to have symmetry on
this guy or not. So much of it, it will
be easier for me to show both of these guys
in a symmetrical pattern. We need to convert this piece
into symmetrical piece. So the easiest way to
do it is first of all, to go into the points right here and say split the universe, split. There we go. Do the same thing over here. Split and then uniform
split, sorry, Right-click. Split, uniform split, hit. Okay. Then we're going to
use our internal lines section to draw a line
from that new point, that center point, hit Enter. And then from this point to
this point and hit Enter, we go back to selection mode. Select these two guys,
right-click codon. So now it's the same piece, but now we have a
line down the middle. And what we can do is we can
select one like the other, right-click and say applied linked anything
geometric pattern. Now, if I ever do
anything on one side, like editing a
curb or something, it's going to be editing
on the other one. And that's pretty much it. That's all we want to do. We need to, of course, so the segments together
or actually sorry, they're not really
showing a song. Seemed like everything is
working exactly as expected. Now, we're gonna, I
would like to find the middle point on this section so that it's a little
bit easier too. To create the connection
to our sleeps. Again, we're gonna go into selections and we can actually
select the two patterns. In this case, I'm
gonna select this one. There's one right-click
and we're going to split both of them with uniform split. So as you can see, that the work on this
or not, it didn't work. Okay. So we need to do it one
at a time. There we go. So now we have the split on both sides and on board sleeps. And now we can use our
very nice and trustee trusted pretty showing two. We're gonna go from
here to there. From that point to the
blue point because we know that that's the point
where this thing is gonna end from here to there. And affordable point. It's already happened on both sides, as you
can see right there. Now the great thing
about this is since now we do have the information
of where this thing ends. It's gonna be a lot easier
to just so this line together see how everything
falls into place. And this is, I was talking with some colleagues of
mine that this is something that we
were discussing. Marvin was a secretary.
Pretty easy tool to use. The tools right here is all of the pattern tool
that sewing tools, they're relatively
easy to understand. The trachea is how to properly think about
the characters and the cloth creation to make sure that this looks
as nice as possible. What I'm gonna do,
I'm definitely gonna do is this is way,
way too short. So let's bring this thing down. And probably not that
low, like about there. And this one, let's
bring it up as well. There we go. Perfect. Now it's not the same distance. We can make it the
same distance. The ideal thing would be to
make them the same distance. So I'm going to
try to eyeball it. There we go. That's fair enough. That's close enough.
So now again, when we simulate, we get this hole right here
or this separation. So now we need to, of course, you see that kind
of created like a dart somewhere. That's fine. It doesn't look that
bad. So now we need to show this to open
sites right here. In this case, I do
think I'm going to use the segment showing. And we can go from here. I believe it's here. Nope. We go to here and here. And that should show both sides. Let's simulate. And yeah, there we go. We have that nice
little effective there. Now this looks like a pillow
blanket or something. It doesn't look really, really nice, are
really, really cool. But that's come on, marvelous helped me out here. I don't want to recent this. Pull this out. Yes. It looks like an I got I was pulling it out from one side and then we've got it
on the other side. I'm wondering if I
sold something wrong. I think, I think I might
have done something wrong. Let's do free sewing instead. I'm going to go here to
the free sewing tool. We went to a free so from this bottom part to the
connection of the arm, from this bottom part to
the connection of the arm. That should be the line. There we go. That's a lot closer. Now our element is
looking quite nice here. Now as you can see here, we have two more pieces. We have the neck bend and
we have the risk bit. On the picture here
you can see the thing that happened is
relatively small. So this is what's going
to be creating pretty much like the tightness
that we're gonna see here on the upper
side of our character. So in order to do that, I mean, we can again
just follow this order. We already know how
to do a neck pain. So I am going to go to
the character right here. I'm just going to create
a nice little polygon, something like this here
I am going to be using the the aperture to kind of get the idea of
how big is it should be. I don't want to have a little
bit of breathing room. There we go. Let's show the
arrangement points. We're gonna make this thing jump to the next section here. Yeah, that seems fine. Now I'm gonna go back
to the forum posts. So let me select post this here. Let us go back. Will be cool. Let's go look at V pose first. We'll do one of this like
more relaxed pulses later. There we go. Now, it's just a
matter, of course, sewing the segment from
this side to this side. And when we stimulate, we're gonna get that thing
right there, the color. Now if the color is way
too big or way too thick, this is where we can change it. And it's really, really simple because this pattern
controls everything there. So just make it
slightly shorter and shorter here so that when
we simulate we get this. There we go. That's a lot
closer to what I would expect. And again, if we take a
look at the reference here, you can see that's
quite, quite forfeiting. It might be a little bit longer, I think might be just
a little bit longer. Now, one of the magic things is going to happen here as you, as you guys already know, is that this segment is
only 470 millimeters, so 47 centimeters. And this one, if I
take both sides, that's 380 on one side, endocrine and an 80
on the other side. There's way too much fabric over here and wait, a
little fabric here. So what happens when
you have a garment that has more fabric than
the other one, wrinkles, we're gonna get that Ra equals telling like getting pleats, but without the
over-complication of the upload of
the Plato means. Now too. So this properly, again, it will be a nice
idea to split this. So I'm going to split
the uniform split. Just two splits are always super helpful because they allow
us to find a precise. It right, so I'm gonna
go here to free sewing. We're going to go
from the center. Or actually we're gonna
start on this guy. So we're gonna go from here
to the center and back. We're gonna go from
here to the back. And then we're going
to go from here to the center and back. We're going to go from
here to the back. As you can see, we have
the full thing here. So now when we simulate root, we're gonna get a lot of false. This intersection right here. Now here's what I'm seeing, that the color is not as
strong as I would like. I would like it to be
a little bit stronger. So I've probably will
be making it smaller. Go Let's seemingly it again. Still not making
exactly like a one. We can also use a little
bit of elasticity. Remember that's the elastic one. There we go. Ratios of ADS way too
much. So let's do like 90. And that way the color is going to have a little
bit of elasticity. And it's gonna be bringing
the whole club in. And we're going to get
those nice little effects on this side of the character, on the side of the cloth. Thinks it a little
bit too much steel. So let's go through like 95. It's a little bit stretchy
but not super stretchy. There we go that way at
least we can hold the, the element, maybe a little
bit bigger, just a tad bit. This is the, one of the fun
parts about marvellous. You're gonna be just
like trying things out. They might've been
trying to do this in ZBrush from Maya
where you're going to have to do a lot of trial and error and he takes a lot longer. That's why the
software so amazing. So yeah, that's it. Now we need this
leaps, of course. And as you can see, the
wristband is very, very similar. I'm actually just going
to copy this guy. So Control-C, Control-V. Let's go here on the wristband. Of course, this is
way, way too long. Let's make sure that
there's no stitching. Sometimes when you copy things
you get stitching. Okay. We do have one station,
but that's fine. Let's just arrange from points. Rachel points, and let's
go there. There we go. We're going to of course,
duplicate this Control C, Control V. Then we're gonna go one to right-click and we're gonna say symmetric
pattern which sewing. And the technically should
get a pattern over here, but I'm not seeing it. Let me select this
one and get it there. There we go. Now we simulate the pattern
is going to be there. I think that's way
too big of pattern, so let's select both of
them, make them smaller. Similarly it again, there we go. That's a little bit
more manageable. I would say that was just a
matter of getting this guy. So where they're supposed to go, this one goes here, one goes over here. You can erase your patterns
in any way you want it. There's no hard rule
on how to do it. And we're gonna go free soloing. All of this, all of that. Careful there I did
it the wrong way. Remember if you're
doing from one side to start on the same side so that the stitching and
matches matched on both sides. So now when we do this, that we have this very
nice cool looking shirt. Now, there's a couple of things
that I wanted to change. This is again, this
is one we're gonna start working a little
bit more on the, I would call this the,
the free creation thing. You can see we
have this codeword here that will be a nice car to have and it's really not
that difficult to create, but we need to create in
order to get a nice effect. Also, we have this
things right here, the little what was her name? The Gazette said? I guess I'm not sure if I'm
pronouncing that right. I'm not sure if it's
good set or Gazette, but this thing right here,
this guy right here, It's a rhomboid little shape
that we sometimes so into elements are into
patterns to make sure that the stress of
the parent is not as much. Think of it as a rebirth dart. So instead of calling the
doctor way to reduce cloth, we insert a dart into
the element to add a little bit more cloth and
make sure that things are not as stressed from
the pattern here. What I'm gathering from the fact is that they want to
insert a Gazette, right where this
thing it's inserts. So instead of having
this thing right here, like, just like the stitch
the way we have them. They would like to have a
nice look to separate there. So can we do it? Is there a way to make it
in a relatively easy way? And the answer is more or less, not that difficult, but
yes, we can add it. So I'm gonna go here to
the internal polygon lines going from here, from the basis of
our, of our point. I'm going to go in like five centimeters. I think
it's a good number. There we go. Then at a 45-degree
angles by pressing Shift, I'm going to go all
the way out until we hit the line right there. I'm going to hit Enter. And then we're gonna go from
that point and 45-degree angles down here until
we hit the line. And that should be entered. Now to make sure that
these lines are going to the position that
I'm looking for. I'm just going to
right-click extend our trim and at 0.2
pattern outline, that's shoot created
the element, this line we don't need. Actually, I think we were
already there with sometimes sometimes these things
are not touching the parent outline that
could cause some problems. Now as you can see,
they measured at 69.3. So this one measures a 49.1. So I'm gonna go again
to my internal line, but now on the sleep themselves. And it was 49.1. Let's try to make it
as close as possible. 49.2 and then shift. We go there. Enter, shift. We got there. Enter, perfect. Now we've created the Gazette,
as you can see right here. If we simulate, there's
gonna be like, oh, just going to be like
a new rhomboid shape on there and that room, which right now it's
not doing anything because we haven't
changed any of the lines. But there's gonna
be adding some, some interesting
effects right now. So what I'm gonna do two
against me, too simple. We don't want to
over-complicate things. I'm going to delete
this internal mine. See that that's a problem because it's still
leaving everything. That's fine. That's this guy, this guy, this guy and this guy. We're gonna say
right-click codon. So there we go. So now the total triangles
are split on both sides. By the way, what I'm gonna do
is I'm gonna grab this guy, this guy, this guy and this guy. And he had right-click March. Now we should have the
two little triangles, which is the goseq. Remember this is one of
the square right here. That's the thing
that we have here. Let me see if I can delete
this line. Yeah, we can. There we go. Yeah, there we go. So now we've successfully
remove the piece, but right now we
haven't really changed anything because as you can see, this points are doing exactly the same thing that
we had before. We have to move this thing. So let's move this a little
bit closer to the center. And what I'm gonna
do now is I'm gonna move this point out. Because remember, there
will be like creating a dart and we don't want
to create the dark. We just wanted to
have a straight edge. And then in that straight
edge we're going to show in this diamond shape. Now, when we simulate, as you can see on
that specific area, a little bit difficult there. That specific area,
we're going to have a little triangle,
little triangle shape. Let's go back to surface sheath. There's gonna be a
little triangle shape that should be giving us a little bit more
breathing room. So let's just select a
cell and see where it is. Because it should be sown in. Everything was in. I'm not seeing any swings. Let's see segments sewing.
Yeah, it's not sewn in. So let's so the
sin we're probably going to have to change
the sowing lines here. Where's the concerted? Oh my God. Oh my God, guys. I made a horrible mistake. My God, I can't
believe I did this. We did create the gesagt, but it was on the upper
side of the element, but on the lower side. So, oh my God, that was my bad. Let me, let me go
back here real quick. And the removal of this
triangle shape that we created. Yeah. Yeah, I'm gonna stop
the video right here. You guys sorry for going over. You guys know that
we normally don't like to do any sort of
timeless and stuff. So yeah, it's small
little mistake. I did the cassava and plays. It wasn't supposed to be. It was supposed to be down here. So it would be like
right about here. The triangle that we need to
create will be around there. So I'm going to start
to do right here. And then the next one
we're gonna be talking about the details for the shirt. We're gonna go back
on this Gazette. I'm going to find out how to properly pronounce this thing. We're gonna do the
little opening that we have here to make it look a little bit nicer than not like a like a priest right now. Yeah, there we go, guys. I'll see you back on
the next one. Bye bye.
11. Shirt Details: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the shirt details and I'm happy to announce that the correct way to pronounce at the Gazette, as I was saying, is gossip. Gossip. So I'm gonna go into my songs and I'm
actually going to have to lead the songs that we have
here on the arms because of those songs are gonna
be replaced now with this, uh, Gazette, I'm going to
create the little square. I feel about like extracting
this from the circle, but a little bit
too complicated. Let's just create a
little square here. I would say like a 100 centimeters should
be more than enough. Or ten centimeters in this
case. So something like this. There we go. We're gonna rotate
this and we're gonna rotate this 45-degree angle. So this guy right
here is gonna be on the bottom side of our asleep. Because it's gonna
be like down here. In this case actually, it might be a little bit
easier if we could manage to move the seam line of this
garment to the other side. So what I'm gonna do is I'm
actually going to simulate, I'm going to rotate this thing. So the seam line is on the top. Well, actually
no, let's keep it. Let's give it there. Sorry. I was thinking there is. If we kept this on the other side, it will be a little
bit easier to, to show this thing right here like on this
point and it will, it might be a little
bit easier to just like make sure that everything
flows in a better way. But I don't think we're
gonna be able to do that. So in this case, I know that this guy
is gonna be down here. And we can already like
Control C, Control V, copy this and then just go
from one to the other and say symmetrical
pattern with sewing. So that whatever
we do to one side, it's going to happen
to the other side. So I wanted to show from
here from this point. Second and sewing we're
going to sew from, or sorry, free sewing. We're going to go
from this point here, from here to here. So it's gonna be like the
first piece of the gesagt. And then we're
gonna so from here, or rather the other way
around from here to here. And it's going to go
from here to here. So if we were to simulate this, you can see that this
little square piece is not gonna be right there. It's gonna be like dangling from the bottom side,
the Diamond piece. It's where it's supposed to
be, which is, which is fine. That's what we're
going for. Now, I need to find the
insertion point, which is this one right here. We already know that
because we already saw in this things right here. So let's stop the simulation and we're going to go
again to free sewing. We're gonna go from the center. Actually in this case,
I think it's better to go from the edge in. We're gonna go from the etch in, from the edge in, and this one's gonna
go all the way over here from the edge. Those two things now are gonna properly connect the Gazette
with everything else. So again, we simulate, you're gonna see
that this thing gets connected properly
there and we're going to have a little bit of an
extra piece of clotting there. Now, what we're gonna do, we need to solve the
rest of the elements. So free song from here to here, and that's going to
go from here to here. Every sewing from,
from out up to out up. And if we do this, that we
get this thing right here. I'm not sure if I saw
the Gazette properly. I think I did. I think we might have a
couple of extra sowing lines. They're like it's
supposed to be yeah, I think I think we
did something right. Yeah. You can see it on the
on the sides here. I think they're flipped. That's fine. So let's just select this
guy and it's showing, just going to delete this one. And this one. Let's first make sure that this is
working nicely. This. And we'd have this
little piece of fabric here, like
triangular shape. There we go. That little triangular
shape right there. Now it's just a
matter of finding the proper connection points. So I know, and we can do this, Let's hit stop it right here. Let's give it a couple of
more particle distance to bold elements because
that one definitely, since it's again a small piece, we can definitely benefit
from a smaller distance. So let's attend. Now. Let's go to F3 solving again. And I know that we're gonna,
so from the middle section is going to be permuted here. Loop. From here to here. Is that the way this
Let's turn on wireframe. That seems to be right. Let's do the first
simulation and let's see if that, yeah, that, that seems to be doing
the proper transformation. So now it's just a matter of
sewing from here to here. And the other segment is
gonna be from here to here. Is that right? Is that flipped thing? It's right. Yeah. It looks right. We go. It was again, just
a matter of finding the proper proper situation. Now, as you can see, we had that little triangular
shape right there, which is giving us a little
bit of release intention. I think we can even go lower on the particle distance
for that specific piece. Let's go to five. There we go. So that'll be is right there
is giving us a little bit of breathing room for
the overall shape. And now there's not gonna
be as much tension. Of course, it's a little bit
difficult to pinpoint that. And you might even say this, was it really necessary to go through that much hassle just
to add that little piece. Well, we want to be historically accurate the day and yes, you definitely want to want to push this thing as
much as possible. The shoulders seemed to be a little bit wide for
this character. But this kind of seems
like this was the way that this source shirts like worth what they
were with like a, like a low shoulder right there. But look at those wrinkles. Amazing right now let's let's finish this
thing right here, which is the color I
want to open the color. Usually the shirts would have some threat going through them. Unfortunately, it will
not unfortunately throw the East possible
to do it here. But it's not like
actual threat is like a hacky way to do threat. If you're doing this
for like a game, you're probably gonna do the thread that's
a separate piece or you're gonna bake them to
the texture, to be honest. So right now I don't want to go over super complicated
ways to agree. The third, let's just separate
this piece right here. I know that the
pizza we're gonna be separating is this
guy right here. Let's go to our
section lines again. We're going to
create an internal political nine
from here to here. Select the line, right-click. And we're going to cut. Just got that way. When we do this, we're gonna have this thing
open as simple as that. Now it's just a matter of going onto this section right
here on the upper section, like this middle section. And the I know this
is the front side, so I'm going to again go
into my internal line. Or actually instead
of internal line, I think it might be easier
to just add a point. So I'm gonna go to
Add Point spine. Let's say the point about there. Hit Enter. I'm going to go into
my sewing section, Edit sewing and this sign line. I'm gonna delete that
now we don't have any front facing
sewing sections, so we're going to segment,
so only the front part. When we animate where I have the opening right
there on the front, which again, it's closer to what we would expect chat right? Now. Usually on this area, I think it's
a little bit lower. So let me, let me
grab the point. Going to grab this point,
Let's move it lower. Sorry if you can hear my dog, it's a little bit late and
it goes crazy at night. Yeah, there we go. So now that is open and it's a little bit more like a shirt that's way
too low, way, way too low. And my friend, you're gonna
get arrested in some areas. So let's move this point again. It there. Okay, That's a lot better. Now I wanted to create
this sort of thing. I've seen this in medieval
shirts quite a bit, which is like an extra supports teaching for
the threats exactly. So we can even do
the little holes. It's just the threads nowhere. And I'm gonna be able to do as, as easily as I would
like for this one again, I'm gonna go to the polygon
line, internal polygon line. Let's go to that
point right there, which is an easy point to find. Then we're just going
to go down there, hit Enter, and we're gonna
have this very nice section. Now for this section, what
I want to do is I want to add some ellipse cuts,
internal ellipse. Let's add the one.
Let's move it. There we go. Now just Control C, Control B. Let's do the same distance. So that's gonna be
39.1. That's fine. Control-c, Control-V. 39. I think we can do
here just right-click and 39.1 hit, okay? Control C, control V, Same deal. Just right-click and write 39.1. Okay, then let's do one more. Click 3.19, and there we go. Now I am going to select
the patterns, all of them. Right-click and I'm gonna
say codon and delete it. Not those. Of course, this delete those. Here. You can see that the element gets disconnected. That's fine. Let's just select
this guys right here and delete them as well. Might be a little bit
too big, but it's fine. Now I'm going to grab
this pattern points. Actually just this
line right here, I'm gonna say right-click cut. And so now we have this section as a
separate little section. That one's gonna
grab both of them, right-click and you
know the drill, we're gonna say
layer clone over. Just seem late.
It's going to give a little bit of thickness
to those specific areas. Now you can imagine that if
we have some nice threat, we could bring this from
one side to the other. Again, there is a way to do it. I'll see if I can add it under
one of the later lessons. But for now we'll yet just
the swirl we're gonna keep. Yeah, now it's just
a matter of changing the resolution here
just a little bit. For instance, the
color, It's way, way too low resolution. So let's say particle density
to bring it down to ten. The code is fine. I think I'll live to call
it like this for now, means giving us enough
enough effects. It's getting a little
bit crazy over there. Yeah, because very low
and particle density. So again, this guy is right here which are
super, super small. Scrub like the corners. And let's bring the
particle doesn't go all the way down
from like five. They need a lot of geometry to, to properly like unfolding
and do what they need to do. There we go. Dancing a little bit.
That's kinda weird. I'm not sure why
it's doing that. But yeah, that's it. Now, usually this guys would
wear a belt or something. So I'm just going to
use a nozzle Bantu to hold this tight because we're gonna
be adding the pencil, of course, but I just wanted to start to look a little
bit, a little bit better. So I'm gonna grab
like a U square here, a polygon, something like this. Let's do, make it a
little bit brother. Let's go into the sections. The section right-click,
Right-click unfold. I think it's a little
bit too small. Let me a little bit
bigger. Probably a little bit bigger. There we go. That seems a little bit
closer to what I'm going for. We're gonna go
segment sewing again. From here to here. Marnie idea would be, of
course I'm bringing this out. We're just going to have
this like right about there. I'll just simulate. Of course,
this is not going to work. Why? Because it's not going
around the character. So let's add our
arrangement points. Let's arrange it right there. I am going to select
this pattern only and just change the layer to one
that's on top and stimulate. As you can see, this is gonna be holding the whole,
whole element. Skew a little bit of time there. Helping a little bit. You can do it. There we go. That's too many
wrinkles. That's fine. There we go. We're helping the belt
little bit there. That's probably a
little bit too high. Remember if it's too high, that might mean that
it's too short. Because when things
are too small, they tend to
contract and move up in the case of this elements. So let's make this a
little bit bigger. Just start moving this
a little bit down. Probably a little bit more. I would say. It can see it a
little bit lower. There we go. There we go. That's a little bit
closer to what I would expect now that
the ceiling lower, I might play around with
just a little bit of elastic CT. Way,
way, way too much. No, go back. Go back. The last
thing I'm gonna say, just like 98% of
elastic suggests, that contracts little bit. Let's move this
down way too much. Even, even 90% is way too much. Let's just bring this back. Well, they can do
instead of just make this a slightly shorter. Again, because remember, size will change the way it
interacts with the cloth, will see a little
bit more pressure on the cloth, and that's it. Now, I really, really like
how it looks up here. I think it looks quite nice. To be honest. The belt, of course there's not bright, a little
bit too high. But as you can see, we lost
a lot of wrinkles down here. So there's no Frankel's anymore. Why is it going so high? I would like this to
be a little bit like bigger on the underside. So what I can do is
we're actually going to be adding not darts. There's another thing
that we can add that's called a spread. I believe that's the name. And the way the works His
have very, very interesting. I'm gonna go here
to Edit transform. This one is still a
slash and spread. The way this works is you click a segment and then you click the direction
you want to slash towards like this one. This one. And then select
the site to rotate. Sorry, click on the sudden
drop slash, slash, slash. This. Come on. It's not working
pretty much, does it? It's it's split. See the element in motion. Let me show you with
another example. First, we go, whatever. The way the tool works,
this is actually closed 3D. The other software that exists
here instead of the marble whose family has a better tool that creates a very nice curve. But in this one, this
is called a slash and spread. So there we go. We go from one
side to the other. Then we select the
site that we will not rotate too, like this. And then we do this
and see how we create this rotation
right there. So what I wanna do is I want to do something
similar over here, like I would like to give this skirt is a little
bit more more room, but then other Think of it. This might not be
the two. Oh sorry. This might not be the tool for the specific thing
that I wanted to do. I think, I think in this
particular instance, if I want to make this
a skirt like longer, the best idea is just to grab
one of these bullet points. Point tool and just
move it to the side. Transform point,
select that one. And then we'll move this out. We're going to get more
cloth That should give us a couple of more wrinkles
on the bottom part. Oh, yeah. The other pattern, right. Let's leave maybe a little bit there and
a little bit there. Again, it's going
to add a couple of more wrinkles on the
government itself. It's going to look a little bit more medieval, more loose. There we go. So yeah,
that's it guys. This is pretty much it
for the for the shirt. Now, for the pans,
which is the next area, we actually don't
have any pattern, but we're gonna be
using the same things that we saw in this pattern to recreate some of the effects and elements that we want to
do on the next pattern. Yeah, hang on tight
and I'll see you back on the next one. Bye bye.
12. Medieval Pants: Hey guys, welcome to the
next part of our series. Today we're going
to continue with the medieval pants
for our character. Let's go. I'm laughing because I actually, I'm re-recording this
partly because I forgot to remove the cover
page from the original video. This is where we got last time. As you can see, we're still
using layers on this guy, which I'm going to
keep active right now because I actually
said the lyrics to a number one because we're gonna be building the pants and
I want the pans to be, of course, underneath
the character. Now if you go online and try to look for pants like patterns, you're gonna find the law,
the law of different things. And in this case, we're actually going to be using
this as a reference. I don't have a specific
pattern for this one. We're gonna be using more
complicated patterns later on. But this one's looks
pretty, pretty cool. Now, as you can see, we have a wasteland,
very important. We have this leg
protectors over here, which I would imagine
are a little bit, they have less cloth, right? And that's why we get this
really nice, like folding. In fact over here. We also have a very low cut on the growing area
on the crutch. So you're gonna see that there's gonna be
a lot of load of stuff over here in regards
to fabric as well. Yeah, that's pretty much it. So let's go. I'm gonna start here
with the character. I'm going to go into my polygon
tool or rectangle tool, and let's start doing a belt. So there's gonna be
like my basic belt, which is gonna be, I will
say something like that. It sounds good. And of course this is
just the front view, so I will need to go
into Edit Pattern, select this pattern right here, right-click and hit unfold. This is going to give me the
other half of my my belt. I am, of course,
you're gonna be sewing the segments from here to here. And we're going to be
using the patterns of our character here on
the arrangement points. And we're going to select this guy and place it right there on the the belt area. There we go. This guy. Come on. I'm not sure if it's because we're seeing the patterns here. A little bit weird. Let's go back here. Okay, That's fine. I don't really like to have the
seam line on the back, but it really doesn't make
much of a difference. So we're going to
simulate the incidence. This has the layer set to 0. Of course it's going to be
underneath the character. Now, I'm gonna go to the shirt, grab the whole
pattern. Right-click. We're going to freeze it
so that we don't have to calculate everything. Freeze it. There we go. And then select everything. Right-click and we're
gonna do high 3D pattern. There we go. I think my shortcuts
or turn off. There we go. Now, that's the belt. It's a little bit high, I would say let's just bring
it down a little bit. I would say probably
about there. Looks a little bit better. There we go. I don't want a law, the
resolution that I think that's more than enough. Let's bring this down
a little bit as well. Just above the underwear line. Perfect. Now, for the pants, we can use or create
our own polygon. And we're gonna be doing
that actually for this one. Because I was gonna
mention that yes, we can go back here,
select the pants pattern. It's just just a space, but it's a very,
very simple pattern. Usually when you're doing pants, the only thing you
want to keep into consideration is the amount of space that you're
gonna leave here so that there's enough room
for everything down here. We're going to do
our polygon option. In this case, you can
see that we have a lot of pleads on the element. They're not specifically pleats, but they are specific points that they're getting
this sort of like a very nice effects. So that means that we're
gonna go from here, from the center out. I'm gonna go a little
bit higher or farther out so that we get more and
more fabric, of course. And then we're going to go
in to our legs section, which is going to have
a little bit less. That's a little bit too much. There. There. There has a really low
cut on the growing area. I'll do something like that. And then we stop right there. Perfect. Now to align the
points, remember, we've talked about this before. You go into transform points of segments, like two points, right-click and say Align
to either the y-axis, which is vertical, or
align to the x-axis. We go, there's gonna
be one of them patterns like this one, control C, right-click, paste. And we're immediately
going to select the symmetric
pattern with sewing. Like both of them. We copy and paste and it's going to be the
back view, of course. Now we started moving this guys. So let's just click
this row to them around and place them on the back of her
character. Right there. Let's start stitching. So we're gonna go to
our segments sewing. We're gonna go from here to
here, from here to here, from here to here, from here to here,
from here to here. It's already there because
we're using symmetric pattern. I always forget about that one. Now if we, seemingly as
you can see, we get this. Well, actually, my bath, there was one line that was not supposed to be there and
that's this one right here. On this intersection, I
don't want to like so across I wanted
to show each leg. This leg right here. It's going to go to
this link right here. It's gonna go to that link
right there, like that. And then this
section right here, it's gonna go to that
section right here. There we go. There's gonna be a little
bit of a pitch right there. That's fine. We're just going to press space. Let's resubstitute the layout. Let's just garment points or
adjustment points. This one. Come on. I'm not sure what's
wrong with that arrangement points
with whatever. I'm gonna rotate this around. I do understand it
to be I don't want the seam line to be on the back or schools to the
backspace also, just gonna move this manually. There we go. This one goes there. This one goes. Like they're little closer. Now it might be a
good idea to already, so this thing to the
upper section as well. I'm going to go to free sewing because the spaces
are not the same. And we're gonna go from
here to here, from here. Same. Now I can't be the same. That's really weird. It looks like it's
the same distance, but it's not pretty sure
it's not the same distance. My little point. Right? Right, right,
right. So just to clarify where
this is not working, the problem is, of course, this thing has way more like what's the word way more fabric than
the other piece. Even if I do this right here, There's no way I'm gonna
see my little blue dots because it's just not going to get hauled
away over there. I'm just going to have
to kind of eyeball it. So I'm gonna do like half of it. And the other half,
which is this one right here again from the
center to the center, and from that point
to the very end. So that way we get
that sort of effect. Again from the middle
point to the site, roughly there, halfway point, and then from the side
to the back point. And from the side to the
back point, there we go. Now we simulate, we should
get this nice little super, super, super wobbly pants. There we go. Let's move this up. It seems to have some
sort of like stitching or something that's
teaching like it's sticking to the
character for some reason. It might be the the shirt on
the top since it's frozen. Let me stop the simulation then. It's unfreezes even
if we don't see it, but at least just
know that it's there. Yeah, that was it. So the fleetingness
of the element was making it a little bit
difficult. So there we go. As you can see, we
have this very, very big fluffy pants. But the seam line domain, like the crotch area
is way, way too high. It's this one right here. I'm gonna go again to
transform point segments. Select those points,
Let's bring them down. We could also use the
technique that we saw on the, on the shirt where we
added this of a gunshot. That would add like it will give a little bit
of extra volume there on the pants so that we wouldn't have this
sort of like effect. But I think this one's
looking at interesting. Now here's where we can
change a couple of things. For instance, if I move this thing because I want to see how the how the wrinkles
changed directions like right now it
was looking a little bit like a diaper
and the academy, unlike that sort of effect
that we were getting, this looks out loud
with more decent. There's a lot of
false of course, but they do look a
little bit more decent, kind of like again,
similar to pleats. Not exactly like pleats,
but similar to police. We definitely need
to do the same thing on this bottom side. And actually I think
the bottom side, I'm actually going to bring this like a lower, even lower. So we have more way more
room here on the back. Like a weird
pinching over there. We're pinching because
this is not the same. Let's bring them up
again. There we go. Now, there shouldn't be
any more pinching and this thing should fall a
little bit like nicer, seems to be missing a lot of a lot of butt overshoot,
but that's fine. Now we're gonna
do the trim line. So the, the support edges
that we have down here, and I think one of the easiest
way to do it is just grab this pattern, this
one right here. And since we already
have this two patterns, just bring them all the way
down to where this thing is gonna stop, which
is about there. There we go. Then just add it in like
an, an internal line. So right-click offset,
that's internal line. I'm going to do, I think a
little bit more than this. I'm gonna go like
250 is quite high. So 250, that seems to be
a bit better. Actually. I'm just realizing that this line should be
slightly below the knee. I'm going to grab this line.
Let's leave the light. I'm gonna go with this two guys. Those are fine. Those are fine. We're gonna go over
this two guys. Those are fine on
the on the ankles. But the line should be
like right about here, so that's quite a
big of a distance. So again, we're
gonna grab this guy, Right-click, Right-click
offset as internal line. And it's probably going
to have to be something like 100th, little bit less like 350. Yeah, that seems so. I'm gonna go 316. There we go. Okay. We're gonna do the same thing on this
side, same distance. So the line right-click
after this internal line, 2016. There we go. Okay. Select both of them.
Right-click and cotton. So of course to free
them from the rain, from all of the
parts of the pants. Now, it's just a matter of
getting this guys right here and making them smaller because we
want them to be way we tied her on the elements. There we go. Look at that
amazing, really, really cool. I do want them to be even
tighter on the inside. This line right here and
this line right here. I'm going to transform
points, segments. I'm going to scale them in. Just simulate, gonna give
me a really nice clothes fit on the download section over there and then a
bigger fit over here. Now, I don't want to have more wrinkles here on
the pants as well. So that means, again, following the thing
that we already know, that we're gonna have to
go here to the segments, select one of the
segments and scale it up. And the bigger the segment is, the more the more wrinkles
we're going to have. So when we see me late,
we're going to have it. You really, really baggy
pants right there. Cool. So this is looking nice. I don't love this pinch
that we have right there. Let me see if we can see that we're pinched and I think it's because of this
line right here. So I'm gonna go here to
the Edit curve point. I'm just at a point
transformed point. Let's bring this
closer just like this. Because these are
meant to be just like a little point there two, to indicate where the
pants kind of stuff. There we go. Those are looking a lot nicer. I love fluffier and the
closer to the reference. So again, if you guys remember, this is a reference that we have and this is where we're getting. Now, one thing that
I'm noticing though, is that the upper side of the reference East closer to the body than the lower side. So right now it seems to
be the other way around. Which means again,
that it might not be a bad idea to select the
segments up here, this one, and just make it slightly, slightly smaller. For this one. Probably a little bit more. Just simulate. Now what I'm expecting to
see is a little bit of a nicer fit up there and a little bit of a
looser feet down here. Another thing we can do, and this is something that we
haven't really done before, is we can add a curve
to the lower sections. Adding a curve is kind of like
adding more volume because this length right
here is going to change and it's very, very easy. We just go here, right-click and we
are going to split. We're gonna do a
uniform split, Okay? For this one, we're gonna do
a uniform split right here. Those two points that we
just created, Right-click. First, let's move them down. I'm gonna move them down to
create like a, like a pike. These two lines are
no longer of course. And then we right-click. We
can convert to cook points. And we're gonna get
this group went. That what's going to happen
is when we simulate, you're gonna see
that we get way more fluffy volume down
here at the bottom. Because of course, there's
more, there's more fabric. And we know already that the
more fiber that we have, the crunching, the bigger the smooth
ER it's going to get. So, yeah, this is
pretty much it. As you can see, we can
get a very fast and an ECE like pants segment without
that much of a problem. And now we can just go into our other
elements of the shirt. All of these guys over
here, right-click. And let's just show
the 3D patterns. Look at this. Really, really, really nice. Cool. Yeah, I think this one
looks really, really nice. Now one thing that we could
definitely benefit from, it's adding a little bit of
thickness to certain areas. So for instance,
this guy right here, we can again use the trick that we've used so many times before. Right-click, I just
go bad and Selection Tool, right-click layer clone. Let's do over again. Remember it's the
same. Just make sure that whatever it's over, it's over and whether
it was under sender. And that way you won't forget which one is
supposed to be just one. That's going to give us a
little bit more thickness to the whole thing
and it's gonna look a little bit firmer. Especially if that's
supposed to be like supported by leather
or something. That's, that's something that we definitely want to
add to our character. The yam, I mean, it looks pretty, pretty nice. I think. One thing I like to do to
actually hide the avatar. And that way we can appreciate the garment without the
arbitrary because the avatar, let's face it, it's
not really made out to be like a
medieval warrior. So this is what we will export your ZBrush or Maya or something to create
bakes from the, this will be our simulated mesh. Now we can go to the
aperture though. Let's go to the mail and
we do have some pulses. So for instance, we
can do this sort of like running posts,
Let's suppose only. And you can see how the
whole garment moves and accommodates itself is
to show us how this will, how this whole thing would look if the
character is running, which as you can see, it's
pretty, pretty, pretty good. I'm gonna stop right here, guys, we're going to stop
on this specific part. We're not done
yet. I went to had a couple of accessories
to this guy. They're gonna be
quite interesting. So let's go back, let's go back to looking
at, basically goes here. We're gonna be doing
this on the next video. So make sure to get all
the way to this point. Make sure to follow all of this patterns so that you
get this very nice result. And I'll see you back
on the next one. Bye.
13. Medieval Cowl: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with our medieval character and we're gonna be doing a cow, which is the sort of like Huth that character is used to have. We're actually going to be
using patterns for this one. And I have one right here. I'll show you how to get
it in here very quickly. Let's just reset for now. First of all, I'm gonna look the same avatar
that we're using, this male avatar, number two, I guess this one right here. And we're gonna be
using this guy. Now, one thing I definitely want to do is I don't
want to use the hair. So I'm just going
to right-click and say Delete here shoes. Because here it can't get in
the way of the simulation. Well, not the simulation per se, but it's gonna look a
little bit weird, overlap. Now there's two parents that I want you guys to use for
this specific exercise. The first one is going to be the pattern to create
the base of the hood, which is this one right here. Now at this hole right here. It looks pretty, pretty cool. I'm actually not going to
change the size right now. Maybe just a little
bit. There we go. Just move it to the side. This is the tricky
part, rightly, whenever we see
this sort of stuff, at first, it's like a little
bit difficult to understand, like, what are we
supposed to do here? Everyone, like every
tailor that I've seen, at least in the
patterns, everybody does with a slightly different. What they can see
here is that we have the side of the element,
the other side. So this will be the shoulders. We have this thing
called a gaur, which is very similar to
what we did with the pants, where we add a little
bit of an extra, an extra piece of fabric said there's not a
lot of stretching. And we have another
one at back here, then this is the actual hood. Sorry, this is the actual
hood and as you can see, we saw it on the back and
we saw it on the front. And we create a Hamline here on the inside so that
it keeps its shape. Now, I'm gonna show you
how to do this pattern, but they weren't gonna modify and create something
that I think it looks, or it's gonna look a
little bit better. So first I'm going to go
here to my polygon tool. Go right here, Shift to make
sure that this completely straight down and then up, down, down, all
the way down here, down there, and up there we go. Now we click Enter.
As you can see, we have the pattern. Now here it tells us that we should be doing
this pattern with, we'd like the core
lines and stuff. And that's only if we have, we want to have a couple
of extra sewing lights, which I think might
be a good idea. So I'm gonna go here, 45 degree angle and then down
here and just hit Enter. Enter or actually, sorry,
that wasn't me about. We need to do internal lines
right here, internal lines, we're gonna go here, 45-degree angle and then
down here and hit enter. And then we're gonna
go from that point down to this point and
hit Enter as well. And that's gonna give us against some sowing lines
that it's gonna look, you've got to make it
look a little bit better. I'm actually going to
grab the pattern tool like this panel right here. Pattern, this one right here, I'm going to right-click and, you know the drill codon. So now with that core,
It's a different piece. Same thing for this one,
right-click caught. And so now we're going to have two different pieces
and we're going to get a nice little line there, which we can later on reinforced
with a hammer something. Now, for this one right
here, this is a dark, this is pretty much
a dark where we're removing some cloth
from the element. The easiest way to
do it, of course, is with the darts are just
going to right-click, draw a dart that has
the same sort of like general shape and
then moved around. You can double-click
this little dot right here and it's going to keep it straight. Let's go to Pattern. Now to make this around because the cow and specific how
it should be around, we're just going to
right-click both points. Both will pause
here, right-click and say commercial PowerPoint. There we go. Now we have this very nice opening
on the fabric. Now to actually place this fabric where we need to do is of course move
this thing around. And I definitely need to make this thing a
little bit bigger. So the pattern right here
is a little bit too small. So let's go to the pattern Transform tool
and just go from here. Now, you've probably
seen this thing where we are just going from one corner to the other and
nutritionally fine, but you can actually
double-click the pivot point
here in the center and that's going to scale
it from the center. And it's going to keep it. It's the same thing
for this one. It's the same thing. But sometimes you probably
guys remember when we were doing some patterns like this. Then I wanted to make
this thing like smaller. We've been doing just like
grabbing this guy right here, going into transform, and
then just going in like this, but it only does one side. You can change the point here, and it will do both
sides at the same time. It really hasn't been
an issue so far. Just wanted to mention
that in case you are having issues with
uniform transform. So yeah, that's pretty
much it for this one. So I'm just gonna go
over everything here. Let's move it to right
there under the head. Especially here on the 3D view. Of course. We're just going to
move this thing. Again, rotate this
position right there. Now, if we simulate, this
is where we're gonna get. So it's at least going exactly
where we wanted it to go. But of course this pattern is not shown the way
we would expect. This front Gore. We wanted to be like
right here on the front. That's exactly
where it's supposed to be. This is the side gore. So as you can see,
this part right here needs to be sewn
to another part, but it might be a little
bit counter-intuitive. And this is why
parents are so tricky. Because you might think, Well, I'll just do this so things
together and that's it. Well, no, there's a couple of other things that we
need to take into account. So for instance, I went to a hood right now this
looks more like a poncho, not like a like a hood. I know that this thing should be up here
that's like that. That's the actual hood and this is the actual
kept for the hood. So I'm first, I'm going to change the pattern
right here a little bit. I'm gonna make it I'm gonna
make it a little bit bigger. The hood side of things. And then here we're going to
use a segment sewing two. So from this side to this side, that will close the hood. So now we can take a look here. This is the actual hood. This little cap and
other character is gonna be like it's gonna
have like up here. The problem is, well, right
now it's kind of like did the opposite side or the opposite thing of
what I wanted to do, which is it tried to flip
itself to the other side. Let's see if we can
on the flip it. If not, it's actually a little bit better just to go back here. Again, just wrote to this thing. This is an important
one, really. The other ones should
find it their way. Again. Let's move this
backwards. There we go. I'm going to delete this
seam lines for now. Just 1 second. Let us go to sewing. There we go. Let's seemingly
first, there we go. Now to help this seam line like actually find the kind of, kind of, um, connection that I want
to find the cause again, this thing is going
to go like up here. But like this, I wanted
to give it like this. I'm just gonna stop
the simulation right here with spacebar. Now if i so from one
segment to the other, segments sewing, it can
go from here to here. It's in the segments are
a little bit closer. It should be a little
bit easier to find. There we go. Now we have the Positive, Positive like hole
where we want. Now this thing, of course it's gonna go all the way up here. I think it's a
little bit too long. They wouldn't want
too long on this one. So let's edit the pattern up this guy, just
bring it lower. We also need to sue
the top, but however, we won't be able to do
it because we don't have any point to
find the segment two, we could use free sewing, but in this one it's a little bit easier to just
click this guy, do a quick split, say uniform split, one
or two, that's fine. Then we're gonna do
segments from here to here. Now as you can see, we're
gonna sue the top part of the cow. There we go. Now, this is like a little bag and the only thing
that we need to do is help herself sit and try to make this thing fit our character, which is
a little bit tricky. I'm not gonna lie
because this cows were not super like ergonomic. That's why we're gonna be
doing some changes later on. So I'm gonna start
the simulation with paths and then just try and
pick this from the side. The camera also does this weird
flips every now and then. We can try moving this. There we go. The problem, the main
problem here is that the collision for the head,
It's not perfect. There we go. Come on, my little friend. You want to have a little hood? It's raining outside
or something. So there we go. Now you can see that we've, after we do this, it's a lot easier to find where this thing
is supposed to go, which is the main, like an opening of the object. I think this is the actual, the actual thing
that we're gonna be using to connect both sides. But it's not very
obvious over here because this thing is
on the middle section. So you might think
that this to connect. And again, that's the tricky
part about patterns that sometimes it might seem like
the solution is quite easy, but it's not as CCSE
might think here, just to make sure
that this thing is sewing in the
proper direction. This one, as you can see,
it's a cross stitch, so that direction
has to be opposite. There we go. We have our nice little
Huth for our character. Now you might be
wondering, well, I want to change the
shapes a little bit. I don't really like it. It's not going all the way to the front. Like is there a
way to adjust it? And the answer is yes, we can adjust that, of course, but that's why I personally
don't like this cow, we are following the pattern. I mean, it gives a nice effect, but I didn't think
it looks as good. I'm going to stop
the simulation here and we're gonna
have import another pattern that's for an actual
cow or not an actual carbon. And this is a cow's, well, but this is a
different kind of cow. So I'm going to go here, go to Add background
image, a recent this one. And again add background
image and we're going to import this medieval cow. Now, the difference
with this one, as you can see, let's
increase the size as well. Not that much difference
with this one is that we actually have asymmetrical
pattern to two sites. So contrary to this one which
was made out of squares, it might be a little
bit easier to do if you're in a
hurry or something. This one will create a round shape on the bottom side because
of this curvature here. Now, I want to keep
my square shaped like I really want to keep
this element over here, but I would like to have this nice little pointy
hood on the top. So we're only going to
be tracing the top part. We're gonna go to
our polygon tool, of course, we're going to
start there at the point. And weed control, I'm going
to use control in this case. I'm going to go here, click,
click, Control, control. Gonna go, I would say
right about there. And then across. Let's delete that last one. A little bit of curvature here. Curvature here to here,
and we stop there. There we go. Quite
nice, quite close. As you can see, we have
some differences there, but it shouldn't be that much
of a problem at any point. We can also change the
curvature, but I think, I think this one is
looking quite, quite nice. So what I'm gonna do is I'm of course going to delete this one like I don't
want to use this. I want to use the square shape, but I don't want
to use the hoods. So the square shape, as you can imagine, is
this guy over here. And then what I'm gonna
do is I'm going to use an internal line to
go from here to here. Hit Enter, and then go from
here to here and hit Enter. Now I'm just gonna select
this pattern right here. Again, right-click, this right-click
and we're gonna say codon. So this ugly that we have
fear we don't need anymore. We're just going to be
using this like poncho, things like puncher here in Mexico we have
something called Serapis, and it's very
similar to this one, actually rectangular though. So the opening is fine. It's a square opening,
as you can see there. The fabric is not matching
everywhere, but that's fine. It looks, it looks
nice, it looks bulky. It looks protected, which
is always important. I'm not sure if he could fit
his head in there though. I mean, cloth stretched a
little bit so he might be fine. Cool. Now I'm going to grab
this guy right here. Let's grab this case first. I'm just gonna control K12
freezer, recent, this guy. Grab it, rotate it. And this of course
is going to go to the side of the head. That's a way, way, way too big. So of course we need
to make this smaller. We can compare it to
that, to the size of the head over here. That's a little bit nicer. Maybe a little bit smaller. Better there. I think it looks better
and we can always make it a bigger, of course. Now, one of the problems, this on the connection
of the elements, you can see that we have
a couple of seam lines. Like there's, there's two
seamless are actually not. There's one seem like,
Oh, that's perfect. It's gonna make our lives easier because the only thing we
need to do here is Control C, Control R to mirror
paste this thing, we're gonna do a component
sewing tool, segment sewing. So from there to there, from there, from there
to there, there we go. And then we're gonna go
from the back to the back. There we go. That's it. That's all we need
to select this guy, move it to the side,
bring it down. Then we just need to,
So from here to here, and from here to
this other side. Now when we simulate this little who looks a
little bit better now, I can definitely see
that it's way too small. It's very, again,
very forfeiting. So let's grab this guy right
here, this guy right here. Let's just make it a
little bit bigger. Again, when we simulate, have way more room
for a character. And then we let it fall down. Maybe he's not
wearing it right now, that's perfectly fine as well. Of course, we just need to play around with a
collision boxes until this thing is sitting on the front side of
the face like this. There we go. That's it. That's the nice
little medieval hold. Now, what else can we do? Well, we already
know by increasing the particle distance, we can make this thing
a little bit nicer. We can make it more
collision points. Let's of course, this guy's
control K again to simulate. Probably going to grab
everything and let's bring the, the particle distance
2D like tenth. It's going to give us,
of course more wrinkles. Look a lot nicer. Now, there's one
thing we haven't done before or we haven't used
before, which are ribbons. I actually forgot to add one of the ribbons to the uniform, at least a character I
used to have a ribbon, not all of them do, but here
on the hardware and trims, there are a couple
of things that you can use it, for
instance, ribbons. And you go here, you can see that we
have several ribbons that we can use
for our character. Now in this case, I think we're just going to go from a very, very simple rebel like this one, so that you can just
double-click to downloaded from the server. And we can just
literally drag and drop it right here. You don't
want to save just yet. And I just want to add, okay. What's going to happen is
we're going to be added into pattern for our ribbon. And not only that, I mean, the ribbons already done, as you can see here,
it's already done. It's ready for us. We do a river from
scratch, yes, of course. But to be honest, it's quite tricky because you need to do a lot of
looping and a lot of stimulation to make
sure that things look as nice as possible. In this case, it's just easier to just move this thing around. Now how can we make
sure that this thing stays where we wanted to state? There's a couple of
options, but in my case, I'm just gonna use a pin. So I'm gonna grab
this guy right here. This is the pin option. Where is it? Here? The tech. So I'm going to attack,
attack this ribbon. This guy there. So when we stimulate,
the region is going to be stuck right there. Yeah, that adds a
little bit of detail. This is the kind of
things, if you asked me about like game
character creation, this account, things that
we would probably do later. Because having to read, apologize this thing
or this thing, It's a little bit too much and sometimes it's a
little bit too much for, for simulation and stuff. It looks really cool here, but that might not be what
you want all the time. Now, let's add some
pattern lines here to the outer edge and
to the hood as well. So I'm gonna stop
this simulation. I'm going to go into
my pattern lines, select all of these guys, right-click and I want
to add a line thing. We're gonna have to
do it by one by one. So I'm gonna say offset
as internal line. Now we should be able to
do both like all of them. Either we go after
that's internal line. There we go. I think five millimeters
is perfectly fine. I'm just
going to hit Okay. As you can see, we get a
nice little extra edge right there and
extra, extra light. Remember, lines can help
us with two things. One, they will make
sure that we have a more defined edge
on the garments. So it's gonna look like a
support edge pretty much. But we can also use this to create the hem, which
is what I want to do. I'm going to select the
pattern right here. Although this
patterns, I'm going to right-click and say
Clone as pattern. What this will do,
as you can see, it will get, actually, I wanted the other one. Another very quick option. Not I actually think it's
a little bit easier if we clone this pattern. So let's select the outer
edge. You know what? Let's, so first let's cut. And so for us, There we go. Now the little Thanks
are separated. Now we can grab all
of these patterns, rhomboids, shapes,
and just click, right-click and we're gonna
do a layer clone under. Let's bring them down here. Again when we simulate, since that thing already, like those things are
already sewn together, Let's get rid of
the internal lines. We're going to get a very nice detail over the whole thing. Now for the hood, we're gonna
do the exact same thing, but I actually just want
the ham to be on the, on this side, right here, on the upper side. Let's grab this guy, this guy, this guy, and this
guy right-click. And we're going to say
after this internal line, five millimeters is fine, maybe this one, Let's
make a little bit bigger. So let's attend millimeters. Hit. Okay? Now here you're gonna see something that's
really important. See how this thing is not going to, where it's
supposed to be going. It's not stopping. If we tried to solve this
thing, it's not gonna work. I'm gonna right click
this guy accent trim and that point
pattern outline like that. And we're gonna do the
same thing over here. And in this case I'm gonna say Accenture him to
pattern outline. And that way this stops at the pattern outlines not
going anywhere else. Very, very important to do this. Otherwise, we're about to
do it's not gonna work. So again, right-click
send Truman at point pattern
outline. There we go. Now we can grab
the internal line, of course, both of
them on both sides. Right-click and cotton. So the new patterns
that we have created, right-click and we're going
to layer clone under. Let me, just for visual purposes or let me do a layer
clone over, then. Clone over. There we go. And that's it. So now when we seemingly, you're gonna see that we have a very nice trim down there. Now, I know in medieval
times maybe the fashion was not like that and we didn't
have that sort of stuff. But it looks pretty nice.
You can't deny that, right? Like this, who looks quite nice, like I could see a hero from
a fantasy game using it, and it looks, it looks nice. Now one thing we
can do, of course, remember we can grab this
streamlines and it brings the particle distance even
lower because it's so small, we might need a lower particle
listens to really see the effects that we
are I'm looking for. That's it. That's our, that's our cow
that's sort of our cloak. Let's save this
project real quick. And as you can see, we did
this as a separate project. Again, very similar to the uniform to make sure that we're not having any conflict
with the other pieces. And let's call this medieval. Give me here, we
call it a cloak. Let's call it cow. Cows, just like the
little head thing. This thing on the other side looks a
little bit more like a, like a like a cloak. Now I'm going to open the
project, the other project, Let's open the medieval outfit that we
weren't working on. Let's open it. This is the one
looking very nice. I have a little bit of an
issue here with the legs. I think when we change the avatar thing,
modify something. Let's bring the avatar in again. Would you like to love it? Yes. There we go. Let's move their posts. Let's go to the poses, and let's go with
a more open pulse. We can appreciate the
garments a little bit better. Here's where we would probably have to use the ratio
of points. Again. Let's simulate. That's working a
little bit better. I really liked those
wrinkles down there. I know that in the reference this was a little bit tighter, but I really like
the way this looks. Now we're gonna save file f And we're gonna add a project. We're going to add our
medieval cow open. We're just going
to add and we just wanted to add the garment hit. Okay. Would you like to know I
do not want to do that. There we go. That's
the cow right there. The only thing we
need to do is give this thing a high layer again, like, like a four. Simulate. Now that the cow is
gonna go all the way to the top like there. Let's stop the simulation.
Let's delete the hair. Again, right-click
Delete hair shoes. Similarly again. So this false, a
little bit nicer. Hand look at that. Character is looking
quite, quite nice. I would say the shoes of
the shields skill though. So let's go to the shoes, right-click and let's
delete hair shoes. There we go. So now we can actually see all of the clouds. So yeah, there we go. We stop the simulation, we
grab all the patterns. Here. We definitely need to do
a little bit of cleanup, as you can see, the scaling
a little bit to, to BC. So let's select this guys. Let's move them up. And then this thing
is supposed to go down list and goes here. You always want to keep
your workspace asked. Organized as possible. Again, just to have a
whole, do I have a whole? I think these are way too small. That's why having
some issues there. Let's grab both of them. There we go. And just move them up here. I know they're supposed to be
on there, but that's fine. Like we're the
ribbon, of course. The ribbon like up there. Perfect. So now again we
figure out all of the patterns and just change the layers to 0 for all of them. So that when we simulate, since they already are where
they're supposed to be, we can just start moving
things around and making sure this looks
as nice as possible. And that's it. Our
medieval outfit is ready. We have
this very nice. He doesn't look like a hero yet. I would say he looks a little
bit more like a peasant. But yeah, it looks pretty
cool as you can see. And it didn't really
took us that long right? Now before we finish
this chapter and we move on to something
a little bit cooler, I do want to touch a little bit the fabrics, colors,
and materials, because since we have so
many pieces right now, it's getting a
little bit lost on the different materials that we could have on this character. So it would be nice
to see him properly, medieval patterns and fabric. So hold on tight and I'll see
you back on the next video. Bye-bye.
14. Medieval Bracers: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with a eraser. I know in the last video
I mentioned that we're, we're gonna be working
on the textures when we, before this chapter is over, we will take a look
at the textures. But they really
wanted to show you a very powerful tool that we have here instead of
marbles designer, that really fits our character
right now because we can actually build armor
with this software. So I'm going to do the armor
on the main file just yet. We're going to append it later on. I'm gonna grab this guy. This is gonna be
our main character. Before we jump onto
the actual building, we're gonna do a
nice little eraser here on his left side. Before we do that, I need to show you
how this works, like why does this work
and how this has worked? Well, let's imagine that we
have a polygon right here, just like a basic rectangle. This rectangle is just a
very thin piece of fabric. Well, there is a
nice little option on the fabric section of our elements that
allows us to change the thickness at which the element is being
rendered here. Okay, now, the cool thing about this is that
even though it's a, it's a fake, Let's call
this a fake or render. When you export this, you can actually
export the thickness and they will be
working perfectly fine. So you can bring this
into ZBrush Maya, any other software, and
they will work just fine. The way this works
is very simple. I'm going to create
the new fabric here. I'm going to call this
leather. The first thing I'm gonna do is I'm gonna go
to the presets down here. I'm going to load the presets. Now if you look here on the presets from your basic
living material function, you're going to find
that this one that's called shrimp full
green leather, and that's pretty
much just leather. Okay, so it's gonna
be really, really hard if I simulate this. You can see that it's really, it's quite hard to compare it
to other types of clothing. Let's start the simulation of recent the arrangement
points. There we go. Now, there's one thing
I'm gonna do here. I think we've already
talked about this, but if you right-click
here on the elements, you can actually go into
simulation properties. And these properties are
like simulating the world. I think we already did this when we talked a
little bit about the wind. But for now I just want to
go here to the gravity. I'm going to turn this
off that way when we simulate this piece of fabric
is just gonna be there. Now of course, if I move
it, it's like if it's 0 gravity and it's gonna be moving pretty
much everywhere. But I'm just going to stop it. And there we go. We're
back to basics now, how does this thing work? How does the thickness work super-simple on the
pattern itself. Let's change the
color on the, sorry, not on the pattern on
the fabric itself. Let's apply this. Of
course, There we go. Now it shouldn't be like
leather on the fabric itself. You're going to go
down here to where it says thickness here
on the fabric. Thickness by default,
as you can see, it's set to 0.5 millimeters. It's really, really, really
thin like a piece of paper. This, It's half a millimeter, so it's really, really small. I'm going to change
this to something like three centimeters. And the now nothing happens. Why? Because we need
to select up here this option with this called
thick texture substance. And now you can see this
actually has a thickness to it. If we were to use this or move it and modify it and place it on top
of the character. You're gonna see that the
thickness actually does play a role on the deformation
of the character. Here let's turn to
the gravity on again. So simulation properties grubber the minus 9800th Angeles
stimulate. There we go. As you can see,
that's the leather. It's kind of like sticking. As you can see, it's like
a solid piece of leather, like really, really
nice. As you can see it. We're gonna be able to do
all the things that we normally do, such as sewing, pattern cotton, everything, everything that
we've done so far, buttons, even using
this piece of fabric. Really, really important
later on we're gonna add proper
textures to this thing. So it actually looks like
leather before now we're gonna, we're gonna keep
it, keep it simple. We're gonna be using this arm as a reference point and
we're going to do a relatively simple eraser. Let's go first. I'm gonna go here
with my polygon tool and I'm going to start
drawing a break here. I'm going to start
from the center out. Then we're going to go up. And I want to do this
very traditional archery eraser that
curves like I like, like it looks very much like
a shirt, a shirt pattern. There we go. Just like that. I'm going to select this
right-click and we're going to copy and mirror paste. Then we're select one or the
other and we're gonna do geometric pattern with
sewing. There we go. This patterns are
symmetric right here. Of course we're going to
assemble them together. So we want them
both to go into the same the same little piece. And here we can use, of course,
our arrangement points, like the both elements are arrangement points on the avatar and get them there on the arm. There we go. That's a
little bit too big. I think. I'm going to
grab both patterns. And I'm just going
to scale this down. I'm probably scale
this in a little bit. I don't want this to be
like super, super big. Perfect. Now of course I'm not
going to stimulate their, I mean, we could similarly,
but if I simulate, this thing is just going to fall because we don't have structs, so we need to add some stripes. Now, I definitely want this thing to be a
little bit thicker. So let's go to like
six centimeters. I know it might be
a little bit too much like it's a really,
really thick piece of letter. But usually this
leather work tracers will have a lot of other
effects like this. So we're going to add
some pattern lines, some internet
paleness, and we're going to go here,
internal rectangle. Let's have one right here. And then another one. Like right here. What I want to do is I want to
create a kind of like the attachment point for
the straps that we're gonna be creating from
this particular pieces. I'm going to select
the pattern here, right-click and we're
going to select this option called Add
Point two intersection. What this will do as
the name implies, it will create a little
point on the intersection. And that's pretty much
all we want to do. White. Why we need, why do we need to do that? Well, because as you can see, the pattern is going
outside of the object, then we don't want that. So I'm gonna go here to Edit,
Transform point segment. And this thing is right here. I'm just going to
delete the other way. We have our internal
section without it affecting any of our
external elements. Now, I'm going to grab
this pattern right here. I'm going to right-click
and I'm gonna say Clone S pattern that we have an exact copy
of the element, which is that we'll
start with there you can see that since we're using
the same leather material, we are getting the
thickness as well, which is quite important. And the noun I'm just going to control, I'm just going to copy. Mirror paste, paste it. On this side. There we go. Like one, like the other
right-click and we use geometric pattern was
sewing just so that if we multiply
anything on one side, we get the same thing
on the other side, do the same thing to your clone. This pattern Control C, Control R is the shortcut and I forgot to turn on the
Karnak thing again. I always forget when
I start recording. There we go. Select one like the other
right-click and we're gonna symmetric pattern
was showing, there we go. Now we have our stops.
This are gonna become our straps for our little
elements right here. The only thing is I need to make sure that these
are flat, right? So we already know
how to do that. We go into transform point
segments, grab both points, right-click and aligned
to dx athlete y-axis. So I've got one grabbed the
other aligned to the y-axis. And as you can see, both of them are gonna be
aligned perfectly fine. We're gonna grab one
of these guys and we're going to bring this out, the other one and bring
this out as well. I think this should
be more than enough for the patterns that well,
I want to create here. Now it's just a matter of
grabbing the sewing line here. Segments sewing we're gonna
so from here to here, and from here to here. Perfect. Now of course we can't
just simulate like so because these things are not where they're
supposed to be. So let's select this pattern, which is this one right here. And I would expect this
pattern to be like they're gonna try to position this guy's as close as possible to where they're
going to be attaching. This better right here. It's going to go to the
other side and rotate. You can use the little squares
there to move a couple of this point's really, I really wish the gizmos, I think I've mentioned
this before. I really wish that gizmos
worked a little bit closer to how they work on
another 3D software's. But I mean, we can't, we can't really ask
everything right? Then this pattern right here. Same thing, Let's rotate. This one's going
to be right about. Here. There we go. We could try
using the attachment points. Let me see if it works. Here too. The wrists, I mean, it doesn't really work. Camera's going
crazy. There we go. Let's just position
this thing right here. Rotate this a little
bit, so it's a little bit easier to see what
we're about to do. Because now comes the
important, or I would say, one of the most important
parts of the whole process, which is the stitching
of this things into into the into
the actual eraser. To do the stitching. What we already have
the sections, right? So we're going to use a
section stitching right here. So we're gonna go free sewing. We're gonna go from
this point there. From this point to the blue dot. Then there, there, there,
there, there, there, there, there you can see, of course this is
sowing lines slightly smaller because of the
inclination of the sewing line. There we go. Now if we simulate that eraser is right
there on our character. As you can see, it looks
quite, quite nice. Now of course, I can see that the structure a
little bit too big, which I was expecting, because we're not using
any pattern or anything. The lower stub is
definitely way too big. Let's make this thing shorter. And then this one
is slightly bigger. Let's make it shorter as well. Just so that Hux the surface
a little bit better. There we go. So as you can see,
the ones here on the top are closer to
resist a lot better. And this one still has
a little bit of room. So I think we can just push this thing a
little bit closer. There we go. That's of course going to
fold the whole element. And look at how nice the
insertion points are. Now, I know that
this might not be the exact way appraisers
are made in the real-world, like the kind of stitching and stuff might be a
little bit different. But if you were trained
to come up with like cook quick blocking
instead of having to extract shapes and CBR or
short poly modal things inside of Maya Blender. This a really fast
way to prototype things and we're actually going to make it
look quite nice. So let's have a couple
of details here to really bring this
thing to the next level. The first thing I
would like to do is I would like to
add a little bit of another fabric piece
here on the front, but I want to follow
the same shape. So I'm going to use
our rectangle here. Just create that nice
rectangle right above here. And then what I'm gonna do is I'm going to grab
this internal rhyme. Right-click off. So that's internal line. Let's do ten centimeters. Hit. Okay, I'm gonna
grab this line. Remember we can double-click
here to scale this on, or actually let's call them. So there we go. Because I want to grow this segment right here,
only that segment. I want to bring this in degree, this sort of like hexagon shape. Then we're going to free. So this thing, to
make it easier, we could get a split
right here. There we go. And we're going to think
it's a little bit too big. So before we do anything, let's release a little
bit smaller. There we go. We're going to use
our free sewing tool to go from here to here, from here to here, from here to here, from here to here. Now, when we assimilate, that little flap is
gonna go right there to the beginning of
our offer element. Now, we could have created
another square shape like rather both here and
that could have been another, another way to handle this. But I think this one looks
in interesting and I think we can get away with a shape. I know it might not
be historically accurate, but it looks nice. Now let's have a little bit of, you're gonna
love this guy's. We're going to have a
bit more detail here. I'm gonna grab my segment
points here, my Edit Pattern. I want to add another layer of this shapes that we have here. So let's do this one's first, I'm going to right-click officer this pattern outline,
sorry, actually canceled. We're just going to
grab the external ones. Right-click and we're gonna say opposite as internal line. I'm gonna go a
little bit closer. Let's go like above there. And now I'm going to grab
this patterns Control C, Control V to paste on up here. There we go. Grab
that little line that right there,
Right-click called. And so we're gonna eliminate
this outer edge right there. There we go. We also can eliminate this inner
sections that we have. We don't need them anymore. As you can see, the ASR,
these are mirrored patterns, so that's perfectly fine. Now what I'm gonna
do is I'm going to stitch this things on top of this guy to create a
little bit more volume under the whole thing. I'm going to go
with this two guys are just going to go
into free sewing. We're going to all of this. To all of this. There we go, boom. Now you can see that here we are getting some sort of like problems with overlaps
on the specific parts. If you get that, just
pull and push the cloth. Help health the collision
a little bit too. To make this a little
bit more accurate. There we go. So the little
stretch are going under the, under this main shape
that we're adding. Again, it's a very
nice and quick way to blocking certain
things to you instead of, instead of marble was a signer. I want to do something
similar here. Like, I feel like we could
benefit from having like a, like a square on
this, on this area. So maybe instead of
sewing this thing here, Let's show it on this
line right there. So I'm gonna go into my sewing
and options at its sowing. Let's delete the swings. Well, let's use again
are free sewing tool. You're going to move
from there to there. We're gonna like
closer on the, on the, on the edge of the
elements. There we go. There we go. That's a little bit closer
to what I was going for. It's jumping a
little bit. This is having a little bit
of a hard time. In this case, I think it might
even be a better option. Let's leave this segment. Better option to just sewing to the other piece
of this one over here. So that took one on top. So again, just free song tool, half, half, half and a half. Now we simulate, it's going to go to the
top. There we go. I want to distribute a little extra defense
piece if you wish. Now that we have that, now that we have all
of this elements, let's add the buttons
first because I'm gonna show you about the
stitching very, very soon. But I want to add
the buttons first. I'm gonna go here into
my buttons option. And you can actually see that
we have this default bottom gonna create a click Add
to add a new button. And this one, we're
gonna call it a rivet on derivate section. I'm going to change the shape of the button exactly to
a robot like this, like the shank button
or this snap rebut. Even this like
eyelid looks cool. I think we're gonna go with
this square, rebut that one. Now if I go into my button options and
I select Add button. We can add a button right here. We can add another
button right there. We can have another bone like, let's say they're like on
the corners right there. I think that's it. I think those would be nice. However, we have a big problem. There are way, way
too big. Good thing is we can actually modify
the buttons right here. Let's bring them down to, I think five is way too low. That's like an eight. That's working a
little bit better. That looks like a
nice little robot. They're careful with
adding more bonds. We don't need to
do that just yet. We can, of course,
move the bonus round, for instance,
is well-done. Want to move a little
bit for this one, since it's intersecting,
Let's move it out loud. But we don't want the one thing
that we're gonna see here that's quite important
we need to fix is that some of the bundles are
a little bit too pointy. We can also change the width of the bonds
here, the thickness. So let's go through,
let's finish off to its gonna make them
a little bit flatter. But the problem is, as you
can see, they're floating. There's a little
bit of an offset. And the reason why
they're floating is you guys know that
normally when we use the buttons they go across seems and right now
we're not using, we're not gonna, we're not
going across any buttonhole. So one thing that we need to do is this is on the
buttons themselves. We need to select
all of the buttons. So select this one is right
here and on the options here, on the thread length, we're going to bring the
thread length a down. So threatening is how much threat do you have
for the button? And if we bring this down, what's gonna happen is
we're going to get the, the thing closer so
you can go super low. Let's start with
a minus 1 first. That should be more than enough. Should be more than enough. But just make sure
that I think it is. I think we're in a really
good position there. Cool. Well, that's weird.
For some reason it didn't work on the other side, but I think we can
just select them. All right-click and say mirror, paste or duplicate to
symmetric pattern. There we go. Now they're on both sides of our,
if our elements. For a little break right here. Cool. Let's go back to selection mode. And yeah, we're one step closer
to finishing this racer. The only thing that will really benefit from is having
some like stitching lines. You know, how sometimes
we had this sort of like thread effect going across the different
parts of the thing. Well, that's exactly
what we're gonna do. I'm gonna go here first to this one to show
you how this works. This are called top stitch
is this thing right here. And I'm just going to select again the three
lines right here, right-click and create
an internal light. Officer. This internal
line. That seems to be fine on this one. Now I'm going to go
into top stitch and I'm gonna say segment top stitch. And I'm going to select the top stitch, this
guy right here. And as you can see, we get this, we get stitches going all across the line
that I just selected. The top stitch works
or they work in a very similar way as fabrics,
bonds and everything else. So we do have the
menu for top stitch. And then right now we're
using this one's right here. This is a very standard
size for the top stitch, which in this case
we're using this thing called a pick stitch. We can change this. We can do
like a six-sevenths stitch. We can do like Bartok stitch. There's a lot
of different ones. I think the single stitches
like the most common one, but in this one I
think is six x, they will look very cool. I think it looks quite nice. You can change the length,
you can change the wage, you can change the
spacing, the thickness. The one thing I want to
change and it's making me a little bit of math here is the fact that as you can see, we added the top stitch, but it's not on the actual line. It's a little bit further down. If you want this to be
exactly on the same place, you need to bring this offset
all the way down to 0. When you do that, the top
stitches now going to match with the actual position
of your elements. You can actually,
I believe we can add top switch to the
board there as well. So here on the top section I'm gonna say southern
segment top stitch. And we're gonna add
top stitch all the way across the part right there. Let's just go crazy with
the top stitch and add more top stitch just
here to our for acids. Let's do that, that,
that and that. Let's go on this one as well. All of the outside there
we go. Pretty good, right? Not bad, not bad for a Nobel, for a 20 minute quick razor here instead of, instead of marbles. Now for this ones, I do
want to add a top stitch, but I want to add
it on the inside. So I'm gonna go back to selection
and then select 123123, which again should
select both sides. Right-click off to
the US Internal Line. 60 millimeters is
way, way too much. Something like that
formula emitter seems a little bit better. And as you can see, since
this is symmetrical, it should match
fairly, fairly nicely. We could of course create
this as a single piece. But just for simplicity's sake, I'm going to leave it
like this right now. Let's go back to top
stitch to seventh tough stitch and we just
keep adding the thought. She's now as you can see here, it's having some
issues and it does have a little bit to do with the particle density. I believe. If we bring, if we bring
this thing down to ten, it shouldn't behave
a little bit better. But sometimes in some tricky
areas like this pattern, this stitching
underneath the element, you might have
some, some issues. Now, one cool thing that we can do with the
stitching is we can change the color and
textures and everything. So let's do it for like a like a yellowish
yellowish light or a dark brown stitch. I don't know. Maybe they've been a
black stitch looks interesting because I think
whites are way, way too much. So maybe like a dark
brown stitch and hit Okay, there we go. We have successfully
finished our eraser. Now remember at
this point you can do as many things as you want. We can, for instance,
change the color. That will be something
super simple. Let's go like this guys right
here, right-click and cut. And so then on the materials, Let's go back to fabrics. We can just grab
her letter copy and call this dark leather. Change the color to something
a little bit darker. Just drag and drop this onto the new pieces that we wanted
to be a little bit darker. Maybe. This little extra
piece and the straps. I think those are good places to have this sort of like dark, dark glitter effect.
There we go. We again have created a very nice successful
brace or pattern. You can go as complex or
as simple as you want. You can do a very simple
like a gladiator risk, which is just like a cylinder. Or you can go
super, super fancy, angry, different
plating effects. This by the way, could also be transforming to into armor. You can use this as
basis for an armor. There's actually some patterns out there about how to build
armories and you can use, you can use those to create arms as well using
this exact same method, which is the thickness methods
and the layering methods. So I'm gonna save
this real quick. Save project. Let's go to our chapter. We're going to save this
*** medieval rates. Remember that having them as separate pieces is a
little bit more efficient, especially if you don't
want to combine them all into a character. Because that way you're able to just select what works
and what doesn't work. Yeah, This is it, this one
guys, in the next video, which is gonna be the final
video for Chapter three, we're gonna be talking
about materials. We're gonna be talking
about rendering later on on the final
chapter when we talked about the other
systems like my eye in Blender and the Momma said, but for now, I want
to take a look at how to give a little bit
more color to our things. Hang on tight and I'll see
you back on the next one. Bye bye.
15. Materials and Textures: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with materials and textures. We're going to take a
quick overlook them. Now. As you can see, we're
back on the original, like a garment creation. I'm gonna do something
that's going to be really important sometimes
when we maudlin, we save his garments, the
apertures did not get saved. And if I were to open the government and
then open the avatar, since the birth of
the aperture is different than the one
to the government, then we might get a
different result, which is not what we
wanted. In this case. I'm going to open
the aperture first. I'm going to post it
into this low post, which was the one that we
have, I believe this one. Now I'm going to say
File Open Project and we're going to open
our medieval athlete. There we go. I'm gonna say f garment only and
we're gonna hit OK. And technically it should
fit perfectly fine. Just be mindful of that because sometimes I've had that
happened and some of my students freak out because
the mold something really, really cool here
on a marvelous and then they can't get
it to work properly. We're not even going to see
the avatar, to be honest, I only need him for the
simulations for the vertebrata, one that we want to
include the eraser. Now, I'm going to select
all of this pattern, which is the cow. Let's move it into one side. Since the cow is not gonna be. Actually, that's, that's
the road. That's fine. So this one right
here, which is a cow, since this is not
gonna be effective, I can press Control
K to freeze it. Let's get rid of the hair
and the shoes as well. There we go. For the pants. Like we were not really
going to be using the pants so we can just
grab it depends to one side. I think that's the
bell for the pants. Again, grab everything,
Control K to freeze it. Because we really just need this thing right here the later. Now I'm going to
say File project and we're gonna add army
double by certain, hit Open. We only want to add this in
only the garment he'd opened. No, I didn't want
to bring the posts. And there we go.
That's our eraser. Let's position it. I mean, the cool
thing is that we are following the character
as nicely as possible. It's just a matter of
positioning this as close as possible to where
we want this to be. So that fits the character. There we go On the layers, remember on the properties
for this thing, we're going to isolate
layer uncertain number one. Just make sure that all of
this thing is set to layer 0, which it should be. Yes. Now, when we simulate, it'll go below the object. And what I'm expecting to
see here is even to get some nice little effects
right there on the column. Look at that beautiful, like all of the wrinkles
from the stuff. So maybe this guy is an archer or something
and his getting ready, I mean, if he was
on an archer who will have this thing
on the inside. So to protect the arm. But this is just a
nice little eraser there that looks
pretty, pretty cool. Let's get rid of the avatar. As I mentioned, we
don't really need him. Let's stop the simulation. And there we go. We have
a really nice result. Now, before we move
on to the materials, I don't want to do
a couple of things, so let's freeze
the cow Control K. I'll freeze the
parent's schedule. For this main patterns. I definitely want to reduce the, the particle
distance at least on the main body and the shirts. Let's bring this down to 20. Let's bring it down to ten. Gonna give me a better wrinkles. Same Florida pants. I think it depends
really neither. A couple of more
particle distance will be more particle distance. Bring that back to ten. And
we can't simulate again. Of course at the simulation is now gonna be a
little bit slower. Remember this old depends on your system or your computer. In mine, it's
relatively workable. But I know that sometimes computers can get
really, really, really, so we'd have a really, really nice process here. The following thing that
I'm going to mention is just the basics. It's just the basics
of texturing. Okay, this is something
that we normally cover in other courses that I'm
just going to guide you through the basic
things that we're gonna be using here inside
of a marvelous, as you can see, all
of this fabrics that we've imported which we're
going to be replacing, are working with this
basic parameters. And we're expecting to have a texture map which is
the color, a normal map, and sometimes event like
a reflection map or a metal mismatch. Here we go. Here's the middle in this map. It doesn't have a roughness map. Usually, usually
you want to have a roughness map to give
you better results. We're gonna talk
about rendering. Rendering as a cipher mentioned before in
the final chapters. But for now we're gonna
stick right here. Now as you can see, we are using this thing called
a PVR material, and that's the physically
based on rendered material. This kinds of materials living in the industry
for a long time. Now, I remember when they
first were being used. I used to say this new
materials but now like seven or eight years later where this or completely standard, I can't say that in the more the PBR materials are physically based on
Render materials, meaning that it doesn't
matter what kind of illumination your
it's in your scene. They're gonna react
physically accurate. They're going to
bounce the light and the reflections
and everything in the physically correct awake. The way this works
is you're going to have four maps for very, very important maps that
you should memorize. The first one is going
to be your diffuse map. This is gonna be your color map. And he's going to tell
you how the object looks. So if you're doing a banana
that's gonna be yellow. If you were doing an
apples is gonna be a rent. That's diffuse map, the
colormap in marbles, they call it a texture map, but it's not really, that's not the right name. It's it's supposed to be a
diffuse or a color ramp. Then we're going to
have a metallic map. And our metallic map is
going to tell us whether the object is metal or not. If it's at 0, it's a nonmetal. If it's not the one,
It's gonna be a metal. This map, very important. There's gonna be a
black and white map. Gonna be just black and white. There's usually not gonna
be any gradient because you can have an object that's
like semi-metal or anything. It's either a metal or nonmetal, like plastics are non-metals. I know asphalt is a non-metal, and then aluminum,
copper, bronze, gold. All of those are
metals. So it's either black or white depending
on what we're doing. Then we're gonna
have the roughness. And again, as I've mentioned, there's no roughness map
instead of a substance. So that's in substance marbles. So we won't be able to see this one in action as
I would like to. But the rough ER is not hotel, how the light bounces
off of the object. If the object is very
rough like asphalt, like a dirt, like coal, things like that, like foam. Then light is going to scatter on the surface
and it's going to, it's not going to go
back as much like this. This is a very rough element and this is a non roof elements. So this will also be a
black and white map. If it's wide,
meaning it's rough, you're going to have
a very matte surface. And if it's black, meaning it's not rough, it's gonna be really shiny. It's gonna be reflecting a lot of the environment that it's. Finally, we're going to
have the normal map. Now, the normal map
actually doesn't have to do anything with the
physically-based rendering. It's been used
before, that's even. And this one will
add the detail, we will fake detail on the objects to make it
look a little bit better. In our case, it's going to
fake the grain of the cloth. So all of those little fibers of the cloth of
different fabrics, That's what we're gonna be
seeing here on the neural net. Now you might be
wondering, okay, that sounds interesting,
but how do we get this? Well, in this case
we're gonna be using a site called poly Haven. But the heaviness
of free site that shares a model's
textures and HDR eyes. I use this one a lot, pretty much almost
every single day. And if we go into the textures, you're gonna see that
there's a lot of textures. Now, most of these extras are useless to us because they're more for environments and stuff. But see this we have
leather, leather red, okay, so we can click on
this and you can see that we have this shader, and this is how we would
expect this material to look. Now how do we get
the actual textures? You're going to click over
here and you're going to select the maps that we want. In this case, I want the color. So in this case I think
we have this color one. It's gonna be a JPEG.
We want the ambient. Ambient occlusion
refers metallic, which it's going to combine all of them into
a single one or, or we could also just do
What's the word we could do, like separate them
on this elements. I definitely want my normal map. Usually OpenGL is
the most common one. I'm going to export
this as a JPEG in this case just
to keep it simple. And I don't want the roughness, even though we're
not going to be using the roughest right now instead of marbles,
either want to have it. So we just download this. You're gonna get this a zip folder with all of the textures. These are for Keith
extras by the way, so they're quite heavy. And it's all of this now, you don't have to download them. I'm going to give them
to you on our folder. Give me just 1
second. There we go. Here on juror chapter
three folder, you're going to have
this textual records. So it's the leather, a red arm. This is the ambulate
cushion refers metallic. It has three values in it. We're not going to be
using it properly. Now. We're gonna use it later. Once we go into the
other softwares, we have the color, the normal, and the roughness.
Let's work with this one. I'm gonna go here into,
into marvelous designer. And what I'm gonna do is
I'm gonna go to my leather. And here on the texture I can just click on this little
button right here. And they will navigate
to the Windows Explorer. And if you go all the
way to your chapter, you can load in the
textured hit open. As you can see, there we go. We have the texture in
the leather texture. We're going to fix
this, don't worry, but as you can see right now, the color texture is there. Now we're going to go
for the normal map, which is this one
right here, it open. As you can see,
this will give us a little bit of that
sort of effect. It will make it so that it
looks a little bit better. Again, we don't have this. Oh yeah, here we go. Forgot about that one. Map refers map and hit Open. And it's going to make it look and react to light
in a better way, in a more like a natural way. Maleness, we're going
to keep it at 0. This is not a metallic object. If we wanted this
to be a melody, will just push it
all the way up. But in this case
it's not a metal. This we could add,
of course a map, but in this case
we don't need it. Now the one thing I wanted
to change is the green. The green is way,
way too big right now and it's not
looking like leather. So if you guys remember, let's simulate this real quick. There we go. First of all, let's select this and bring the
layer back to 0, so we don't see it anymore
here on the options. Let's not show internal lines. And let's not show I'm seeing, I think I'm seeing the
thickness of the object. I'm not seeing the thing
that's up. There we go. So here on the leather options, remember this is on the fabric. We just need to change
this to thick texture. There we go. Now it's working properly. Here on the 3D view. We're going to go up
here to the texture map and we're gonna go
to Edit Texture. Click on the texture. And if you click on this guy, we're going to be
able to either make this thing bigger or smaller. In this case, of course,
we're gonna make the grain smaller so it matches the size of the green
that I'm expecting to see, which would be
something like this. In this case, just
to keep it simple, I'm going to use the same
letter for all of the pieces. I'm just going to
drag and drop this on top of the other pieces. But of course you can download
different kinds of others. You could bring this
leather into folder, sharpen and tweak the color a little bit to have
a different effect. Right now, we're
not going to see that the proper reflections
in the proper normal map. I mean, it is looking
quite nice as you can see. It's better than just having
the white color, of course. But yeah, you're gonna
have to play around with other parameters to make this thing work a
little bit better. That's the first way to do. Now as you can see, we have
a lot of fabrics here. Let me delete some of them. I'm trying to see
which one that has. Okay, let's try it. Let's try color here just
to, that's the rope. Perfect. Here's what I'm gonna do now. I'm going to select this one
which we already saw here. It's the robe and the pants
and pretty much everything. Let's select it looked like at some of the other elements. Let's change the color
on some of the pieces. I don't want all of them
to have the same effect. Just assign concludes his
wealth and materials. There we go. Now on this
boundary right here, I'm going to call this tunic. Tunic. We're gonna use
the second system. The first system
that I just showed you was the color system. Do you do download the
textures and then you import them and set them up
the week we just did. The second system is to
use a substance file. For those of you that are out of the loop,
there's a really, really, really, really famous software called
Substance Painter. It was bought by
Adobe a couple years ago in 2019, I believe. And Substance Painter is another industry
standard for texturing. We also have some courses if
you want to check them out. But the thing about
Substance Painter is if you subscribe
to their package, which I believe it's
about 40 bucks a month. You get access to something
called substance 3D assets. And in the substance
through the assets, you have access to a lot
of materials right here. So I'll assets and if I go for instance, to
fabric, leather, even like look at this 1000
leather options for your, for anything that
you might be doing. Very interesting kinds of
leather animal leathers, a car leathers, lot of logos, Globalstar, we have
fabrics as well. Pattern fabrics, stylized
fabrics, carpets, embroidery is like so, so, so, so many things,
military fabrics. There's so many things in here that every month
when you're subscribed, you get 30 points and each asset that you
download, it's gonna be 1. Let's say I wanted to download. I'm like, I don't think
this guy will have a lot of let's look forward like wool. Let's see if there's
like a wool. There we go. Like this
is stylized wolf. That one looks pretty cool,
or this wooden nylon Canvas. I once also quite nice. This one looks like really, really old, really
fashionable, right? So I'm gonna, I'm gonna download this thing called an SPSS R, which is a substance archive. And this substance
archive is the one that we're gonna be using
that unfortunately, I can't give this to you guys. It will be a breach
of the terms of use for the things because I can't just distribute these
freely to everyone. So you're gonna have to either
get a subscription to get the most Elvis or
you can also go to a place called
a substance share. Substance share is the place where artists can share
their stuff for free. So there's gonna be a lot
of free stuff right here. For instance, hearing fabric, fabric, leather, There's also some leathers, there's
also some patterns. They're not as good, they're not as
professionals sometimes, but you might find
something that looks quite nice and that
you might use. You can also
download any of this once you of course, need
to create an account. And it works the exact same way, like if you download
this, as you can see, this is also an SFS
BSR substance archive. And once we're inside of
this guy, if we go here, I can change the option
here from PBR to substance. And when we do that,
it's now going to expect to get an input from the
substance materials. I'm gonna go here to open. And if I go to my downloads, I can get this Woburn
that we were using. He'd opened and the acid will be added with
all the textures, all of the elements
that we need. And there we go. Now here, I definitely
thought we already had. That's fine, just everywhere. And there we go. We have our nice little fabric
pretty much everywhere. Now, one of the cool things
about the substance files is that there's a lot of customizable things
that we can change. For instance, firstly, I
think I'm going to change the scale just to see a little bit like
a bigger There we go. If we go down here,
if we go into the, into the options of the fabric, you can see that we have
costs and properties. We can change the color, we can change the roughness,
we can choose the metallic. Sometimes there are presets
that you can change around. This would've been
like this one, trained full green leather or not. Sorry, that's the
physical properties. We can change a lot of
things. So for instance, I think we're gonna go for like a really traditional
brownish looking element, a little bit desaturated,
dark desaturated brown. There we go. But look at the detail, look
at the amount of detail that we're able to get just
from using dead material. Pretty cool. And at any point, this is one of the things that I loved
about the substance files, so we can just
duplicate this copy. Then we have another one. Let's select the
cow, for instance. And apply it to the
cow and then this one, since it's another
instance of the object, we can also go to the
custom properties and change the colors. Let's go for a green. I think like a forest green that would be, would
be interesting. Here's where we would
definitely need to go into some historical deep dive in
and make sure that we were using proper colors for the
for the for the time period. But yeah, look at this in
a very, very quick way. We can all all of these
things now, normally, we would add even more detail
instead of substance like shadows and highlights
and scratches and stuff. But for a preview
It's not bad, right? Like we're getting a
really nice result. Um, make sure that if you're
not using your fabric, try to delete it, because otherwise it becomes a little
bit difficult to work. You won't be able to deliver
fabric if it's being used. So for instance, here,
when I select this fabric, you can see that the
pants are selected. I'm going to again
copy this guy. So I knew one, grab all of these
guys, fill them in. And in this one I think
I'm gonna go a little bit darker against this one. Costume properties. Let's just darken in the saturated this
thing a little bit more like a dark olive green. You can see that we
have another threat, this one right here, which we should always are also change. There we go. That's I think, to green. Let's bring the saturation of the color a little bit down. Both of them together
are going to give me the result of a going
for here again, here's where you can
practice all of your your traditional like a color
patterning techniques and finding what
the best color is for each specific element. One thing I would
like to do, I think I wanted to clone this again, like copy this woman fabric. Let's go down here and they
get into custom properties. I think I wanted to
make this a lighter, just a little bit lighter. And then I want to use this
for the for the wrists. Which is that we have
a little bit of fun of a difference
there on the wrist. There we go. This is how we import materials and import
textures inside of marvelous designer to get an even nicer render
here for the character. Now remember we still have
our, What's the word? Our character? So we can use one of this poses. I'm gonna
save this quick. I'm gonna say the project, just save it as the
medieval outfit, which in this case
it's gonna be, it's gonna have all the pieces. One thing that I forgot, I
forgot to add the material for the buttons. The buttons. They have their own
stuff over here, the rivets that we added here, they have their own material. So in this case I
think I'm gonna make them like a golden buttons. So I'm gonna grab
like an orange color, probably a little bit
more desaturated, going to like a white. And very important,
we need to change the maleness all the way up because we want those
to be metallic. You won't see that much
of a difference here. There's gonna be a
little bit shinier, but that's pretty much it. We can change the
roughness depending on how we want them to look. Wanted if you wanted to
look a little bit shinier, just bring the roughness down. And remember, that's gonna
give us like a nicer effect. Yeah, that's pretty much it. So as I was mentioning, I'm gonna save this
file, save for us. All right? I saved, normally, I want to
save as and I want to save a poster version
and that's just in case I want to get some
renders and stuff. So I'm gonna save *** project. And again into our
chapter three, we're gonna save this
as medieval Outfit. Post. That way if I
want to get renders are when they get stuff,
I'll just suppose one. And if I wanted to get back
and modify certain patterns, I'm going to use up
this one right here. Yeah, there we go. That's, that's pretty much it. Let's change the pollster. I like this post hit. Okay, you can see the
aperture moving a little bit. It's a very like a
contrapposto pose. This is a very, very
normal, natural poses. There's more poses
here, by the way. Remember, we've talked
about this before. You can, you can select
older pulses, No problem. But yeah, this is
pretty much it guys. That's it for this chapter, we're finally done with this full body
clothing as you just saw it very similar to the uniform that we
did in chapter two. I'm trying to teach you
guys like different tips, tips, tools, and techniques
that you can apply. The tools inside of mobile
designer are not difficult. You need to know a little
bit more about tailoring, which is what we've
been covering so far. Next chapter, we're
gonna go back to the fancy stuff and
we're gonna get some dresses for our girls. Maybe they're going
into a ball or something and they want
to look very pretty. So we're gonna take
a look at more patterns and more dresses. And the after that,
we're probably gonna be jumping onto our final project, which I think you guys are
gonna really, really like. Hang on tight and I'll see
you back on the next one. Bye bye.
16. Casual Dress: Hey guys, welcome back to
the next part of our series. We're going to start with
chapter 44, chapter four. I have something very fun. Prepare for all of you.
We're gonna be doing a sort of like evolution of
address for a character. I'm trying to imagine
that this would be a character that we would find in a film or a commercial or
like a series or something. And throughout the animation and throughout the
whole presentation, she would be changing
outfits until we get through a very important part
of her character evolution. This is something that isn't
quite a bit inside of him. Instead of movies, one
of the ones that they can think that was
really important was frozen when
Elsa was developing her powers and she
was a change in half. It's until we go
to the final song, Let It Go song where she
completes the transformation. Dresses, garments,
cloth, and can be used to convey a lot of
character specific things. It's not just about
making them look cool, but it's about what they
like go transmitting. We're gonna start with
this stress right here. It's called this Tito to
be in your dress code is because this is
like portuguese. This is a very nice
side where the wave, you want to get free patterns
to use them as inspiration. This is a really great way to go because
motor.blogspot.com, and this is the one we've
talked about patterns before. We are gonna be
tracing this pattern, but that does not mean
that we're gonna be using the pattern completely. I were going to
be doing a lot of modifications to it to make sure that it
fits our character. Because one of the things that you're gonna know this is that characters won't
always be the same. So in this case, she
said low bit slimmer. I think here on the waist, she doesn't have
the shoulders as broad as her in this image. There are gonna be a couple of things here and there
that we are going to need to modify in order
to make sure that we match the decarbonize
as close as possible. Now this is really good because we're also gonna
be seeing how to block in different colors
and it sits a tricky one. You can see here
that the address is a form fitting dress. And it might seem at first that is gonna be really
easy to just like, well, this is just a
rectangle, let's say, believe me, it's a little bit more tricky than
you might think. We're gonna start with
this stress first and then we're going to jump into a
couple of the other ones. This one, I'm imagining
that this character, she's just like minding
her own business, like doing her stuff, going into the office to work, and then she meets
the love interests. And after they toggle, maybe they're heavy
like a funny situation, funny gag or something. Then she's invited to a drink and she goes
with this nice, pretty addressed that we're
also going to be modeling. And then after that she goes to a big party like an
important party. You know, the typical
love story, the crisis, maybe they are about
to break up and he wins her bag or
something. I don't know. It's just a general idea. But then we're going
to end up with this a wedding dress that
I have here for you guys. So yeah, that's pretty much it. That's gonna be the orders
is gonna be the chatter. We're gonna be doing
several dresses for her. This is the avatar, see, and she's going to
be called Camila. She's gonna be our modeled throughout this
chapter. Let's go. I'm gonna go right
here. I'm going to add background image and
we're going to Option or select this stdio to being
able to do scores to as CODIS, which is two course it
has to pattern segments. Let's make this 200 so it's a little bit
bigger than a hit. Okay, actually, let me go back here and
move it to the side. There we go. Now, if we
take a look at this, usually in patterns
in order to again, to save space and stuff, they won't show you
the whole pattern or, you know, when we have
our whole banners laid out here, it's
a lot of the fabric. They're usually just
gonna show you the front, the back and interests of sleeves on one
side of the sleep. Sometimes you have to kind of guess what the
next pieces are. So that's why we've
pattern using patterns can be a
little bit tricky because you might think that all of the
information is here, but it's not so yeah, just just keep that in mind. Now, as you can see here, there's no law of
instructions and there's some interesting
parts that we want to get us nice as possible. So you can see that
on the front we have this nice white panel and then on the sides we're going
to have this black panels. It's a very form fitting dress. So that means that we're
gonna have darts river, we talked about doors before. Darts are really,
really good to remove some fabric and give us some
more form fitting effect. These lines that you're
seeing right here, that's the black dress. That's the black pattern
that we're gonna be using it again, in
the real-world, we might use this indications, but here in the model designer, we might have to use a couple of different tricks to
get this to work. Let's start by tracing
this real quick. I'm gonna go to my
polygon options. Let's go here. Here, I'm going to press Control to add the
curvature here. Remember it once we
get to a point like they're just click, once. This is straight, we
go all the way down. This is straight. This is a
straight all the way here. This is a dark. You can see a dart here. Very important. So we're going to add
the dark already here. Then we have two
points of curvature. Click, click another dark
right here, and we close. That's gonna be
my front pattern. Easy, right? Not that difficult. Let's go down to
the back pattern. That was, you can see the
backpacker and actually it has a little bit of
inclination down here. I'm gonna keep it
straight and then we'll modify it if we need to. Change your later on. We
also have a dark here. Now you can see this
starts to curve. I'm going to talk about curb
darts in just a second. But the curved parts,
it will give us a different effect overall. So let's just finish there. There will a curvature
there, and that's it. So that's front and
back pattern dot. Of course, we can work on top
of this element or we can work on the character itself. The one thing I want to add are this inner darts that
we have right here. So I'm gonna go to my options
and to the inner polygon. And we're going to add just
one big dark over here. Now you can see
that this Dart is longer on the top and
shorter on the bottom. You want to make sure
that you take that into account because
otherwise, thanks. Am I not look like the
reference. Now we have that. Let's position the
dark roughly on the position that
it's supposed to be, which is about there. And we're good for
this dark over here, we're gonna have another dart. So there we go. I can see the bottom part
of the dart is lower. So let's go into
our Transform tool. Grab these two guys
and bring them down. I'm also going to
double-click the center and expand
them a little bit. You can see that the
dots a little bit wider on one of the sides. And let's just move
the whole thing. Double-click and just this thing closer towards
supposed to be. There we go. Now we
saw in the darts, very common mistake,
people make, they make the doors,
but they don't sell them in patterning, especially when you're
doing this sort of thing in the real world. One of the things that
you would immediately do is showing the darts, such as sewing all
the dots so that we get the proper development
of the other pieces. Now, here's where I'm going
to bring this pattern. I'm actually going
to keep them here. We're gonna be using
them quite a bit. So I'm going to keep them
here because we still need those blue lines at four for something very,
very shortly. I'm gonna grab this guy. I'm just gonna say Control C, Control R to do
the mirror paste. Then select wants to like the
other right-click and say, symmetric pattern
was totally apply linked everything
symmetric pattern was showing Same thing here, control C, control,
sorry, canceled. Control C, Control R to
do the mirror, paste, paste them here, section one, select the other right-click, and we're going to a symmetric
pattern with showing. Now we're going to
solve them together. So let's sewing the backs
first and then the front. There we go. We can
live in the merge them. There'll be another,
another option like, especially here on this garment. I'm seeing that it's like I don't really see
the middle line. So it might be a single
pattern that we need to merge. But for now, let's
keep it like this. And we're going to
use, of course, the power of the
arrangement points in our character to place them
where they're supposed to be. So let's go to the
arrangement points. That's my front
side. There we go. Then we select this two guys. And that's my back view over there. Got them a
little bit lower. There we go. I think
that should work. Now of course, we need to
show them from front-to-back. We're going to go again
to our sewing machine. And we're going to
show this start to, start, this start to distort,
which is the side darts. This section. To this section. Let me, let me move them
a little bit because it's becoming a little bit difficult
to see which one of this, so again, segments sewing
this section to this section. And that should be actually
this section to this section. There we go. So now
if we see me late, sorry, forgot about
the top side. So on the top side we also
need to show them together. And here's where I was, of course, prepared on this one. Here's where we're going
to find our first problem. The first problem is
that on the back, if we take a measurement
on the back, the front first, this
two segments are 82.5. This segment is a 188,018.8. So it's not matching. That means that
we're going to have some extra fabric
here on the back. And you can actually see
this here on the pattern, how it stops right
there on the blue line. That blue line were expected
to cut that BlueLine off. Okay, we need to get
that blue line in. So what I'm gonna do
here is I'm going to add a point like this one. I'm going to split. I'm gonna select by length
and I'm gonna say 82, I believe was 82.5.
Just one segment. Okay. Now this is 82.5 and then we take this
two is 82.5 as well. But I didn't want this. I want this to be
on the other side. So again, Right-click split by segments 82.5 and I'm gonna change this and
reverse it and hit Okay. You can see that we get
the point right there. So I'm going to grab
my internal line tool. I'm going to grab this point. I'm going to bring
it down to about, as you can see, it's kind
of aligned to the dark. So let's align it to the dark. That's going to make it
easier. And then from here, we're going to align
it to the line. There we go. There
we go. Hit Enter. Now if it doesn't go
there, no problem. We just grab this
guy, right-click, I'm gonna say extent and
that point to internal line. In this case it's gonna go
all the way down there. That's fine. Just
going to right-click. I'm going to hit at
0.2 intersection. And now this point right
here, we can delete. We're going to have a
very cute dress ready. Scrap that. That point just
deleted. There we go. Now, of course we're gonna
grab this guy and this guy, well, we're just
gonna call them, so right-click codon,
so I'd like to meet. So let's start with
first one here, coding. So there we go. And then
let's do this one codon. So because it's a little
bit difficult for it to know how to cut on two
different directions. This should make it
a little bit easier. Now as you can see, this piece, we can
just get rid of it. So it's gone and out
this section right here, this pattern has the
exact same length as this two patterns
on the front. Of course, that's going
to make it easier. Yes, let's go to this site
and delete this piece. I'm going to grab
the freezer into. Of course, we're gonna go
from the center to the side, from the center to the side. And then the next two points. The next two points,
there we go. Now when we simulate
that, well, no worries. Sprawling like what's
happening here. Trying to see where
the issue is. Like I saw something wrong. I can't see where o there. You can see that sewing
line right there. It's going to the other side. So let's go to our edit sewing. Select that sewing right there. Which one is it? I think it's decides.
Sorry, There we go. Yeah. Was that site sewing
and I guess this one as well. Now let's resolve
this segment sewing. We're gonna go from there. They're not too there. It's from there to there. There we go to the close one. And from there to
there, perfect. Now we simulate and
we have the stress. It's intersecting a
little bit, that's fine. Let's just move them out. And there we go. Look at this. Not bad, Not bad. Let's bring this down
a little bit up just to make sure that the
pressure is not that bath. Now you can see we have
some weird pinches right there. That's fine. We're gonna leave them for now and we're gonna be
changing them very soon. But the fit, especially
if you're on the neck, looks amazing. I really like how the
fabric is looking. There's five. This is not, this is not silk. So the cloth, I'm not expecting the Cloud to go all the way to the actual section of
the character right? Now, one of the things
that you might notice here is the fact that from here, from the front we
have this nice line. And there's like
a wide line going around the side
of, of the breast. So we want to align or
when I tried to align at this start to this side so that it's easier
to find that point. And here's where we're
gonna be deviating a little bit from the
pattern itself. So I'm gonna go here
to the front pattern, which is this one right here, and this panel right here. We're going to start moving it a little bit more to the side, like right about there, trying to follow
again this line. So imagine that we
have in the imaginary line going, well, it's not. Imagine Ireland, we'd
have this line going down here to the curve and there's gonna be a point
right about there. And from that point
we're going to create a curve or a line that's going to go and create
the front paddling. I think we're close there. It's simulate. There we go. Usually, usually not
always, usually. To the highest point
on your character, which in this case
would be the nipple. Of course. We can move this thing
just a little bit closer to the
center. There we go. Now we need to create the internal lines
that are going to mark where our color segments
are gonna be working. We already have some
of them are back here like this one is
actually quite easy. I'm just going to grab my
internal polygon line again, go from here all the way
down, just hit Enter. Technically, since we already
have this side panel Solve, because we're just gonna have this nice white
band on the back. We could already select the component,
right-click and cotton. So for this one
right here column. So now I know that this panel right here
is gonna be the black panel. Just gonna be the black panel
here on the, on the back. I'm gonna grab this black panel and I'm actually going
to add a new fabric, this fabric to just
change the color. Let's go to black. Let's go to like a
dark gray instead of black tends to be like really a little bit of
noxious to see here on the viewport because
it's like way way too dark. There we go. Yeah, of course.
If we see there's still a couple of pages and
things that we need to solve. This part right here. A little bit weird, I think I want to move this start like a little bit higher or lower? Lower. And we're going to grab this two points on both sides. Let's move them
down a little bit. Because remember dots
take away fabric, right? So that should give us a
better fit right there. I don't want to move
them all the way down. Let's move it a little bit up. There we go. That looks
a little bit better. Now we could also reduce a little bit more
clothing on both sides. That's going to pull. The fabric a little bit more, gonna give us a better effect. Now, here's where I want to talk about the round
dots that we saw. You saw that we had this sort of like round dart over here. Round darts. I've heard they're
sometimes called a princess starts because
they create this very, very curvy linear effect. So you can just
grab this two guys, these two points right here, right-click and say Convert
your curved points. And that's going to change
the way that the dart works. And it's going to,
as you can see here, make it a really, really nice and form fitting on this area which looks really, really sexy if you asked me. Yeah, now it's just a matter of finding where to place it. This other two dots,
I think we need to lower them a little bit
more so make them really, really white. There we go. That's a lot more form fitting. Now, I just wanted to
really quickly check the this thing called
the strain map. As you can see, I've heard it in 20 strength is not that bad. Just be careful that you don't
go like super, super high. Because a strain
that means that if the character moves
in a specific way, the stitching could
just like a collapsed. And I know that in our
case it really doesn't matter because we're
doing this sort of form filling things or whether this gives us
a form fitting address. But if you were to do this in the real life like
this will be really problematic because if she were to bend over to
pick something or, or whatever, uh, she might
like the seams might burst. So it's important
to to try to keep the detention as a
soft as possible. Now, as you can see
here, like this, super forfeiting
might be appealing, but it might be a little
bit uncomfortable as well. So if we want to, we could grab the
inner edge right here, just give it a little
bit more cloth on both sides like on
the backside here. Just give it a little
bit more clef. Maybe even add a little
bit of volume there. And that way it's not going
to be S S form fitting, especially here on
the bottom right. Just, just be careful
that you don't want to make things too weird. Let's turn the pressure
points off for the straight-up off,
and there we go. So on the back we have a
really, really nice effect. Now on the front, we still need to mark where
the satellites are gonna be. As you can see, it seemed like this was going to
be an easy one. Like just like a
rectangle pretty much form fitting and
that's it. No, no, no. You can't get quite tricky now. You can see this
point here as well. This one, I don't
really like it. It looks really off to the
effect that we're going for. So I'm also going to convert
that to a round point. Now when we stimulate, we're gonna have a
nicer transition from one panel to the other. There's I think, enough, enough room for everything. So this is looking quite nice. Now, you can of
course change this. For instance, if I don't want this much black on this side, we can either push it in and
then move this two guys. And we can do this
together more black, or do this to get less black. And depending on the kind of effect that you want
for the garments, I'm not seeing the backside. I mean, we have this backside. It seems very straight to me. So that's why I'm
keeping it straight. Of course it's not
going to be straight on the model because
we have the but, but yeah, just just
keep that in mind. Now there's a little bit
of extra cloth there. I definitely need
to grab this curve. Let's go right-click. I'm gonna go here
to the options. I'm going to change
the curvature. Just like lowered the
curvature up here. So we don't have as much cloth
and we don't get any weird like bundled up there.
Looks a lot better. Let's go onto the front view. The front view, we already have the main element right here. Like the Maine
border of address. Everything is
looking quite nice. From the reference again, we can see that it goes
pretty much straight, like we have a
straight line going in the same direction
as the element, and then we have a
spiky thing here. It's not round, It's a spiky. We're going to have a nice
interesting shape right there. And we talked about this before. Each shoot kind of match with this thing
we did DOD right here, but unfortunately, it doesn't, at least not with our character. We had to move the
dark here where the character together
a better fit. And we need to find this a
little bit more like manually. So as you can see, it's a
little bit above the bus line. So it'll be like the
round there. Like there. That will be the point where the straight
line goes and this straight line that's
going to go around the character and down into the, into the site pattern. So here is where I would
need to do a little bit of, are we weren't gonna need
to do a little bit of like free handing on the thing. Now we can actually go here
to the line 3D pattern. And we can start
here and say, okay, you know what, I'm going to
start doing my line here. I'm going to go around the bus. Then like down there. Hit Enter. Again. We're gonna go from that point around to give this
sort of like slim figure. Let me redo that one again. Around to get the slim
figure on the side. And then around again. And we end up 3D straight
down here and just hit Enter. Just click, oh my God. That again. There we go. Now we have this line
which as you can see, it's not very, what's the word? It's not very obvious that we had to create this curvature. If we wanted to create
this curvature here on the element in might've
been a little bit difficult. So I'm gonna go here to the
Edit line on the avatar. This one, I'm just at a
line through the pattern. There we go, right-click and
I am going to say cotton. So now as you can see, we have cut this pattern off. We can add the fabric on both sides within the
credit, the symmetry. That's why that's weird. Let's just select this line
and let's go back first. Before the sewing.
Select this line, right-click, duplicate
the symmetric pattern. There we go. Now we select the both
lines, right-click codon. So now we have the panelists and I would just
add this slice right here. There we go. Now our Dart has this nice
sharp change right there. And we can modify
the point of course, but I think this really finishes or fulfills
what we went at it now. Of course, we're
getting some weird pinches over here and we need to fix those because they're
looking a little bit weird. So for instance, this
start that we have here, it's looking a little
bit too extreme. I don't love it. For this one. This one on the bus
is not that bad. Let's just turn off internal
lines on the 3D view. That one doesn't look that bad. What I did see was that
the line is supposed to be using the Dart as
as a, as a helper. And I think we need
a little bit more black onto the, onto this area. So I'm going to go back here. Let me just make sure that
the sociometric patterns, if I move one of these ones, adjust the curvature.
Once they turn. There we go. Simulate real
quick. There we go. I'm going to grab
this curvature. I'm gonna try to get it as
close as possible to the dark. Again, just go here to the pattern section,
Edit curved points. Let's just transformed
points closer there. And then we'll select
this other pattern. We go into Edit curvature, pushing this
curvature in, right? So we're taking away from the white area again
and we're giving more area or more more
volume to the other parts. This is all tailoring guys. This is, this is how we started like modifying the
sort of like tailoring things. Because again, as I've
mentioned before, patterns are really,
really good, but the patterns are
not always going to work the same for
all your characters. So you're going to
have to adjust. So for instance here again,
the fit on this start, I don't love it. So I think I'm just going
to move it up a little bit. You can transform point
like way, way too low. Way, way too high. Maybe
we need to bring it lower. There we go. It's going to give us a nice sharp
effect over there, but I think, I think
it's going to look nice. That's it. With this. We're pretty much finish with our first address
for our character. She's ready to go to the office. She's ready to wait. That, that dark right there. Horrible. Let's change. This starts to Princess starts. So again, convert
to court points, convert anchor point on both. Very good. Now I
see a pinch there. We could try and move the
point to the side, like Cabot, like having merged to the pattern site as
close as possible. That could relax a little bit. There we go. So see how we're hiding the pattern on that side. I'm not sure why it's not
doing the live editing on the other side where we
can just manually move it. We're not have light
editing turned on. This is already
acting as a dart. So actually I think we can delete this
start to be honest, because this area right here
and this area right here, they're already
acting like darts. Now what I can do is again, change the curvature on this, on the white area. Push it a little
bit in like this. And that's also going to
look at work, as I said. A little bit more relaxed
as you can see again, if we want to make it
more form fitting, we definitely need to go
into the curve points. There we go. Let's just start pushing
this. Because again, this sort of thing
that we're doing here, this princess start AC dark, where we're removing some of the clothing pieces and we're creating this
very nice pattern. Now of course, final touches, just grab all of the patterns. Let's give them more particle
distance like a tenth. Simulate. We're gonna get a couple more wrinkles
here and there. Just move this thing to
make it feel a bit better. We can change, of course, the
fabric to like a title one. I like it. Wrinkles, rubber
wrinkles are not bad. They can be very helpful to give some life to
the whole piece. We could add like a ham
on the top as well, but we're gonna have to
leave it like this for now. I think that the
next little bit too, there's too much cloth
here on the neck. So again, let's
go to this point. Why do we not have patterning? Weird, really weird. Symmetric is LinkedIn
and start off. Let's go here just
like one to the other should be
symmetric pattern with sewing mirror patterns. Oh my God, see what
happened there. Horrible. It seems like we lost
one side of the element. That's why we're getting
such a weird effect. So Control C, Control
R, that's fine. Let's get rid of
the middle section. So what I can do here
is I can just, I mean, we can do the symmetric
pattern with sewing. And then I can select the segment or the pattern
and just merge this. That way. We don't have
the middle section on the government itself. Pretty sure we're missing the stitching on this
side, of course. So let's switch this back. The easiest thing to
do here, to be honest, just to make sure
that things work properly, is to go into Edit, sewing, and delete all of the, all of the songs on
this, the government. There's no sowing lines anymore. And that just
rescale everything. Segments sewing. Let's join
the dots. There we go. Then this segment goes to
that segment. There we go. And finally, with the
free sewing tool, we saw in the back. That should be it. There we go. Now the next
looks a little bit nicer, a little bit more relaxed. Again, we can change or get rid of some of these elements. We can even add
another dark here or something to remove
some of the clothing. But yeah, that's it. Our address or nitrous
or our office address. I'm gonna call this
the office risk is looking quite, quite nice. I really like how it
turned out as you saw, AS not as simple as just
following the pattern. That's why it was very
important for me to show you this whole process. But yeah, that's it, guys. I'll see you back on
the next one. Bye bye.
17. Date Dress: Hey guys, welcome back
to the next part of our series today we're going to continue with the next stress. We're gonna be doing
a date address. Now. I'm back here into a new file. I'm just going to right-click. I'm going to go add
background image. We're looking at recent this
add background image again. Then we're gonna
open up this one which is a mall delivery steel. That's the name in Portuguese. Again from the, from the same side that I've
talked about before. This is a Brazilian a block and they share a lot of
this historical stuff. So let's import this
thing right here. I see it's a little bit
smallest go again 200. And as you can see, the
pattern is pretty much the same except for this
skirt down here. We don't have as
many cuts up here. This is gonna be a
relatively fast one, but I do want to talk about the fabric patterns that we're
gonna be seeing later on. So let's start by doing
this thing here real quick. Now you can see here again, very, very important to notice. Let me, let me show you the imagery because
here it's a little bit weird that we
have some weird cuts. Like we have this
pattern right here, but then we have
this guy right here. The reason why we have the Scott is because we're actually creating two dots
right about there. You can see them
right here, the line, they held the leafs there don't really match up because we have this line going across this element right
here. That's the dart. It gets like paste it here
and then sewn onto here. So there's gonna be a couple of cuts and stuff that we're
going to have to do. We of course have this strap on the top side that we're also
going to take a look into. Even though we have
that cut there, it's telling us that this thing
is going to be separated. I'm actually going
to be doing the whole thing as a single object. So let's start right there. Control. So two points, click OK. Remember, the third
should be just like a normal point all the way down. I'm not gonna do the skirt yet. She's going to go here. Up there. A little bit of a curved
the dark right there. Just Dr. Valadez ones before. Just keep that in mind. This is the arm strap. Then we pretty much go there. That's the There'll be the
general shape at first. I'm gonna go here,
I'm going to add a curve point right
there, right-click. And you can see that this
is actually like a dart. So I'm going to add
a uniform split. Then I'm going to right-click. Sorry. Let's go transform. Right-click. And I'm going to add a Dart. Going to move this dark point
like here, about there. It seems to me like
it's about there. Now. We're going to cut this
line. So we're gonna go pattern internal polygon
line from here to the side. Just hit enter. Now we're going to show
this two things together, since it's already
sewing them together. And you can see that here
we have another dark, like horizontal dark. Or at least it's going
to appear like one. I'm going to leave it
like this for now, but then we're probably going to be changing very, very soon. There's another dark right here on the center,
which is on the bus. But I'm gonna skip this one because as you saw
with the last video, it really doesn't
matter where we played with art if we follow
the pattern because we're gonna be changing
it later on for the main shape right over here, you can see that
this is the trace that's coming pretty
much from the front. We really don't need
to do this because it's gonna be like
a strap list dress. Well, it's not the straps, but it's just gonna have strep. We actually need to
start down here. So I'm going to go
to my polygon again. Here I do want a little
bit of curvature. There. They're curb
thoughts as well. Were there. Let's
go to about there. And then a straight down there. They're straight up. There we go. There's going to
be the back piece. So now we have the
basic patterns. And again, remember patterns
are just the guidelines so we can do and change
them quite a bit. Let's mirror this thing. Let's mirror this thing as well. Let's do a symmetric
pattern with showing symmetric better
with sewing again. There we go. And we're going to
solve them together. Of course. From here to here,
from here to here. Now, on the sides, we can't sew them the segments because we might not have the same segments or have we
do have the same segments, that distance might not
be exactly the same. So I'm actually going to be
using a free sewing option. Actually another they
think about this. Let's just free sewing. I'm
gonna go at least to that, to have the 0.5 of the dart. I'm going to go here
to the free soloing. Right here. We're going to go there all the way to
the middle section. And here, although to the middle section should
be fairly similar. But if it's not, don't worry, we're gonna be modifying it a little bit this
way. There we go. Now let's move those
things around. Let's of course use our
arrangement points. This one goes on the back. This one goes on the front. Cool. So technically we should
be able to simulate this. And as you can see, yes, it's not going exactly where
we want it, but that's fine. We're getting the basic shapes
of the element right here. Now, as you can see, we actually don't need a lot of this thing is like this
upper things right here. We don't need them, we just need them to cover the bus line. And then we're going
to create this strap. So even though we do
have the patterns, we can, What's the word? We can't actually
ignore the patterns for now and just focus on creating
something that looks good. I'm going to go here
internal polygon line and we're gonna go from
here to the center. There we go. We're going to select
the pattern lines, that one and that weren't
right-click and codon. And then this pattern
is right here. We're going to delete
same for this one. That way this is
going to look more like a strap, less stress. Now I'm going to use again my free sewing tool to show
this other half of the dart. You can see that the
distance is not the same. That's fine. We're going a
little bit over the distance. What? We miss the, sorry, from here to here, there we go. Now we have a top. This is pretty much the top that we're, that we're going for. And now here's where
we start working with the darts and with the
general flow of the thing, I'm definitely going to
just stretch this thing down a little bit so it's a
little bit more form fitting. And due to the amount
of cloud that we have, it actually looks
pretty, pretty good. It looks really close to the final thing that we want,
that we want to create. So now what I need to do is
I need to create the straps. And if you remember, we already have this points right here, which is kind of like
the distance that we are going to have here
on the side straps. So I'm going to go
here to my points and I don't know the exact
measurement of the stress, but we can add a point. Let's against like the pattern. So this line right here,
Right-click split. Let's select the
specific length, I think 2020 millimeters, which will be now
20 millimeters. It's a little bit probably
like 50 millimeters. Yeah, 32 memory
seems a little bit closer to what I'm going for. I'm going to have 50
millimeters on this side. And then of course, first we need to find
this section right here. Or we can just go from, yeah, we'd find this section
right here, that's 64.3. So I'm gonna go here,
I'm going to split this. Well, let's do split by length. Let's do 64.3. Hit, Okay, and then
select this one split. That's gonna be a
split by length, and it's going to
be 50 millimeters. There we go. So now this area right here and this area right
here are the same. It's now a matter of just
creating a straight strap. We're gonna go here to
the rectangle tool click. It's going to be 50
millimeters long. How long this is supposed to
be? Let's start with 200. And let's see how that looks. And down, if we need to adjust to the world, we'll
adjust them. Of course. We are going to
go to the pattern Control C Control R to mirror this thing
to the other side, that's gonna be the other strep. And it's just a matter
of making sure that this are symmetric pattern
with sewing as well. We go into segments
showing the segment should be fairly normal. No big deal over there. Now let's position this. I'm going to look at the
pattern piece, grab this one, Going to the arrangement points, and hopefully are luckily we do have an arrangement
point right there. Now here I can see that
this element is twisted. You can see that this
line is twisted. And I could also see that
this is going a little bit too close to where
I would like to go. First of all, we can just go
into Edit sewing so that, that's showing right there, which is this one, right-click and say
it reverse sewing. And that's going to
show it properly. But as you can see,
it's getting going way, way too close to
where I wanted to go. So I'm going to go
into the sewing. I'm just going to
move it to the side. And even though we're not
going to the points anymore, it doesn't really matter
because now we're going to the place that we want
right to the actual height. So you can move
sewing surrounds. I don't think if we've
done this before, but it can definitely
be done. There we go. So I'm gonna start
the simulation. Let's control seat
a little bit there. I'm not sure why it didn't. Electrons form this one. Let's edit the sewing again. Let's delete it first. I think, I mean, if
we already know that the points are not where
they're supposed to be. Another option is just to
move the points around. When we use the
symmetric pattern, things go, things are going
to work a little bit better. There we go. Now we segment. So again, we can go from there.
We can also segment. So on this side. From there to there, that's
a little bit better. We go. What the **** is going
on the other side? Another thing I'm
definitely noticing is that this thinks are
way, way too small. So let's grab these two guys. Watch them up a little bit to give them a little
bit more height. I'm not sure where this is
not doing the proper segment, but just let's do it manually. Segments sewing from this guy. In this case it will be two. This guy would just scan, select the sewing,
reversed sewing. There we go. Now we've got the stretch
that they're a little bit, it's still a little bit stress. Let's push them up so that they match what we're
going for on our concept. There we go. And we've talked
about this before, like this pieces of clothing, they don't have as much
triangles to properly simulate. It is not a bad
idea to select them both and then give them my love of more particle distance. That's not going
to really impact our simulation properties. And I wish you'd give a little
bit of a better effect. Now, I still think there
might be a little bit too stretched out there holding
the dress nicely though. So that's a, that's
a good thing. On the pattern itself, like on the inside
here I can see that the cut is like this. It's not going down. So we definitely need to modify a little bit of this point so
that we have like a nicer, like a round effect. And that of course it's
going to be happening on this point is right here. So what I can do is
I can again go into the section, right-click split. Let's do a uniform split. This point, of
course, if we move it forward and we convert this into a curve trigger point, we simulate, we can change
the curvature here. I like this. That's gonna give us a
more of a straight look. Nice, right? It's all about knowing
where to place your tangent center
curves to make sure everything looks as
nice as possible. Now, here I can start seeing a little bit more fabric
than I would like. And here's where the darts
are gonna come into play. So let's go into our
internal shapes. Let's go for the dart. And we're really know that
they're gonna be like right around there. That actually lines
up really nicely. Of course, we need to solve them together. Segments, sewing. Those do not line up nicely
with the apex of the bust. And as you can see,
that's gonna give me a really nice form fitting effect on the character. You can see I have a lot of excess cloth on
the back as well. So let's add a dart. The boat, they're probably
a little bit lower. There we go. We saw in the dark. We see me lay them. Let's see how this
looks really weird. It's not doing the
sewing on both sides. It's supposed to be
symmetrical, but, you know, there we go. Now, the dress
actually has a cut, a cut line right around where that were the darts n
right beneath the bust. And that cut line is, has a nice little belt that's again giving us a
super nice form. Overall. It's right around
here, right around the darts. So it's not that half the point of the Darwin was quite close. And the, I would
like to add that. So there's two ways to add
the weekend at them as a, as an internal line that
will be 11 way to do it. Or we can add in just
a second ONE piece. I think right now, an
internal line will be better. I'm gonna go here,
internal rectangle, sorry, internal
line, polygon line. Let's go from here to hear. That seems to be right. And then from here to here, we're just going to continue
the line to the border. There we go. Now that's the that's
a nice internal line. Then we need to cross this. The other side
should be matching. Let's turn on internal lines. Not matching. The easiest way to match this. One of the easiest way
because we are showing this, is to try and find the distance. If I were to grab, let's
grab the free sewing tool. Distance to the first. It's 288.7. We can
just grab the second. That's 202. From here. I'm going to split. We have 202, that
means we need 86. We're going to reverse this. That's my point. Hit. Okay? And I know that's
the point for now. We can delete that
point later on. I'm just using it as a
reference to a 188.7. That's I would say close enough. We can move a little bit too low or too high things
a little bit too high. Let's try to get as
close as possible. That's too low.
It's just a matter of a millimeter or something. There we go. That's
fairly, fairly close. Then I would say it's
something like that. A little bit more,
little bit less. There we go. That's again, as close as
possible as we can get it. Without going to over complex, we could have done this Scott beforehand before the doors and everything that could have made it a little bit easier. There we go. I mean, we can limit
just like that, just like a simple band. But I think I
actually want to move this lines down a little
bit more because on my, on my character
and the reference, you can see it's a little
bit wider and my intern out a little bit like
smooth or short. Let's go to Edit,
Transform point segment. We're going to grab all of them. We're just going to bring
them down a little bit more. There we go. Now, the problem
is of course that they no longer match
the edges, right? So very important to go here, extend trim and that
point to pattern, outline for extremity tremor, that point to internal line. So I'm going to work
better. Know if that doesn't work, do not worry. There's a very easy
way to make it work. Those actually did
work pretty nicely. I didn't move them weird. I was gonna say you them
surprise that they've worked with no, we
didn't move them. So let's just move this down. More. There we go. Now, again, just
grabbed the line. It should allow. This thing right here should be working perfectly fine,
but it's not working. Again, do not worry. Easiest way to solve
this just right-click, say at 0.2 intersection, as you can see, we're
gonna get that. Now we can select the
section and just delete it. We can even select that
point and just delete it against the line at
0.2.2 intersection. And note that segment, it
should be able to delete. Why is it not letting
me delete it? I don't think it's gonna
make that much of a problem, but let me delete it. It's really weird. Let's
bring this point in. So another option,
just move the point, move a point there, and just draw a new line. Usually the one that
I showed you before, the intersection thing
works just as fine. But for some reason
here it's not, it's not really working. Just manually. Move this pointer, that
point which is leapt. Actually, no, we can't because it's going to create
something weird. The point of intersection. There we go. Let's try
and cut the whole thing. Maybe that will work. I'm going to grab this
guy's right-click and we're going to cut and sew. Nope, let's try 1 first codon. So there we go. This one
codon, so that's nice. This one. And this one codon.
So there we go. That won't work. Same thing here. Let's call them cards. And so both of this, there we go. Perfect. Now, if we simulate, everything should be working. It's not. Why? Because at some point
it looks like we lost the connection on this side, on the other side on
the sowing lines. So let's just go
back to free sewing. And it's this side right here, goes with this red here. And then this goes
there, this goes there. This goes there.
This goes there. There we go. It seems
like now it's working. Again. The reason why we had to do that is because
we wanted to have that nice like Band song In-between the rest
of the elements. Let's add a new material again, very similar to how we did
with the last address. Let's add a black
material. Hit, Okay? And that pattern right there, gonna be on that specific line. Technically, technically this
would be a complete ban. We wouldn't be
seeing this thing. Like we're seeing
it right now where it's like divided the pleats. And if we want to
do that, we can. It's just going to take
a little bit longer, but I want to show
you how to do it so that we have all of
the information. It's only a matter of
grabbing the belt. The belt pieces, bring them up. Let's remove the, the editing,
the symmetric patterns. So removal linked
editing on all of them. Moves. Everything. There we go. Now we're gonna go
to the sections. We're going to
start merging them. Now, one thing that
you're gonna know this and this is
very interesting. We're gonna be talking
about this very shortly, is that we're creating an arc. You see that this is pretty much like a curved pattern,
like a curved arc. And the reason why
this is interesting is because if we were to have a straight line due to the difference in the
internal and external shape. It wouldn't look perfectly straight here on the character. Sometimes you're going to
have this or things where if you want to have
like a straight of figure on the 3D model, the pattern should be, should be curved like a cone. It's very against very,
very, very common. One thing that I can do
and I want to do it. I want to stiffen
this, this pattern. So again, just
select the pattern. I'm going to right-click and say a hardened, strengthen, sorry. And that way when we simulate that pattern is going to be a
little bit stiffer. There we go. Now our skirt is looking
good. We have two darts. We did here was pretty much
created two different darts. One dot S on the upper side
and another dot is here again just for this sort of form fitting effect
that we want to go for. So yeah, that's pretty much it for that
for the main area. Now, let's very
quickly jump onto, or actually, I'm going to start to be the
right here guys. Because the next part
of this is gonna take a little while,
which has a skirt. And I went to explain to you why we're gonna do
this sort of thing so that we understand how this, this thing is
going to unfold. So I'm gonna stop it
right here. And then the next one we're
going to do the skirt. Hang on tight and I'll see
you back in an expedient.
18. Date Dress Skirt: Hey guys, welcome
back to the next part of our series today we're gonna continue with that date dress and we're gonna do the skirt. I went to stop the video at this point in the
last one because now we'd have to talk exactly about the thing that
I just mentioned. When you have a perfectly
straight piece of fabric and use so two
places of it together, we generate a tube
which is fine. But if we want to
flare this tube out, we can't just a grab this thing like the like the bottom part like when we've
done this before. But you can't just do that. Because when you, when you
saw this two things together, now, what's going to happen is that you're gonna
have a sort of an angle. It's going to be
lower on one part and higher on the other part. And if you want the
skirt to look completely straight or any sort of
skirt to look straight, we need to follow this pattern. So the intersection here should match the intersection that
we have here on our pattern. Here's what I'm gonna do. I'm gonna select my pattern
on this area right here. You can see it's a 158.86. And I'll select both sides because it's like a half
a half square root. Both sides and both of
them give me 299.9. I'm going to select
a rectangle and I'm going to create a
rectangle that's 289.9. How low is probably gonna
be like two hundredths, not super, super big. And we're gonna
have this perfect. Now in order for us
to properly Create, Let's bring this
fabric back here in order for us to properly
create this cone. Because I know that this
length right here is already matching the length
that we have here and here. When I make this sort
of like skirt shape, but I don't want to
modify the top part. Here's where we're
gonna be using one tool that's
really interesting, which is called slash
and the spread. There's a nicer tool in 3D, which is the other software that the guys that
make more blues have. But unfortunately we
don't have it here yet. I'm hoping that they will
get it as like very soon. This lesson is spread
works very easily. You just click on an
object, click them, click the direction
you want to rotate, and then, and then just rotate. As you can see, we keep
the same distance up here, but we add a little bit
of a curvature down here, which is gonna give
us the skirt effect. Now of course, to make this
thing look a lot nicer, it will be cool if we could divide this
into actual points. So I'm gonna go two segments. First, we're gonna
split, uniform split. Let's do six divisions. So it's 123456. That's the same blocks
that we have there. The cool thing about the, the slashes spread is that
it's kind of like the dots. We've talked about
this as kind of like a reverse dark
because we're adding volume in-between the elements and that's gonna give
us a little bit more, it's going to give
us more ruffles, but it's not gonna be the ruffles that we
normally do when they, a piece of fabric is bigger. These are going to look
a little bit nicer. I'm going to go here
completely down, click to the side, and just rotate out a little
bit like about there. I'm going to do the
same thing here. Click down, click to the
right, and push it out. I am going to now do the
same thing over here. Click down, click to the right, to the left in this case,
or I think this is right. The other one was left. Do that. Click the next one, click
this side and go out. That's it. We have created this sort of like
cylindrical shape. Now, if you want, you can clean up the
curvature down here, but we did not move
the curvature up here. This is very important. If we again check this
pattern right here, you're gonna see that
if we add all of this up is still 299.9, which is super, super important because we
want to keep it super straight when it connects to the upper part of
our first Kurt. Now here I can definitely
see that the skirt goes way, way down like the ruffles are this kind of thanks to
start a little bit lower. So I'm gonna go first
to this patterns. Let's move them down.
Probably a lower more. I'm gonna have them
go all the way below the below the butt. There we go. Now, very nice form
fitting on the top. And at this point, at the halfway
through the thigh, we're gonna have the
actual, what's the word? The actual ruffles
here are the skirt. Now super simple,
we just need to do, of course, a sewing. This is going to be
1.5 of the skirt. Let me rotate this. You can see this
is gonna be like the right side Control C Control are gonna be the left side. We can select both
of them right-click. We can do them symmetric
partner with sewing. And we can go here on
the edit sewing line. We're gonna go from
the center out, from the center to
the blue point out. And then from the center. From the center in. That's gonna be the first one. It seems to be working fine. Then actually it should be doing both sides
at the same time. Now, it's just a matter
of positioning this. I actually didn't want
to activate stimulation, but it didn't turn
out that bath. So let's just help the elements here by pushing
them out of the leg. There we go. It's out. There we go. Now it's just a
matter, of course, sewing in the front part. And the back part, Mexico,
simulate forgotten. So it seems like it didn't. So the back part here, from the site out
from the site, out. There we go our nice
little skirt AS working as intended and see
how nice this effect looks. These are the ruffles
that we're going for, but we're not modifying
any of the upper element. So it flows very nicely into
this sort of like ruffle effect without actually
bunching up or are creating any
sort of like we pat where pattern on the top. And our character has
a nice cute dress. Again, a couple of
wrinkles are not bad. I think it is looking
good. This right now it looks like
a pencil skirt. This is I think that's
the proper name. It's when the knees are really like restricted in the movement. I think here you can see that the ruffles thing
go a lot lower. So let's move them. So I'm going to parents down. And let's go to
the segments here, unless move them
down quite a bit. Similarly it again. There we go. That's a lot. It looks okay. Looks a little bit
restrictive though. I might be tempted to change
the scale on this guys. I think I do want to transform
this because I didn't want this to be a super tight
likes carry out the bottom. Now the problem here is
if we do that though, we do that what's going to
happen is the movement is going to be the size of this things is also
going to be different, but I think we can manage. I'll show you how
we can fix this. Let's double-click here. Let's select the
2.1st. Double-click. Oh my god. Like a sacrament point. Double-click to go into
just transform the point. I wanted to
double-click the point, the central point there. Let's increase it a little bit. And then do the same. Back. Here we go. So now we measure them. The measurement is 366.7. Of course, if we simulate, it's pulling up here because
of the elements here. So we might need to make this
things a little bit bigger. And we're going to
guestimate this. Again. Let's, Let's
take a look right now. It should be 180,
whatever we had before. But if we increase the size, of course, this segment is
also going to change in size. Nicer 152, which again, it's quite close, just
a little bit more. The size here. Let's take again, it's just an estimation and
how to troubleshoot this. There we go throughout and
63, that's pretty much it. When we do this, as you can see, we do get a loan with an
upper pinch it right there. But now the skirt has a little
bit more room to breathe and moving around with this thing should be
a little bit nicer. I'm still a little
bit concerned about the the restricted
restrictiveness of the moment. One thing we can do to test this out as we can
change the posts. So if we go, for instance, to dispose right here,
that seems about right. I'm guessing the cloth will be stretching a
little bit here and there. Yeah. That looks quite nice. I'm going to stop
right here, guys, I want to keep the textures as a set of friends part
just to make sure that we have all of the topics are covered independently in case you want to go back and
check them later on. In the next video, we're
gonna be taking a look at how to add this or like floral pattern to
the whole thing. Hang on tight and I'll see
you back on the next one. Bye bye.
19. Date Dress Texture: Hey guys, welcome back to
the next part of our series. Today we're gonna be
talking about the texture. We're going to use
a pattern into our cloth to make it
look a lot nicer. I was able to find a nice
pattern for you guys as this flower pattern right
here from the Internet. And this was by a
user named Drew. Give me just 1 second. Marianne homolog from tc. The asset was free to download
only with attribution. So there we go. Now, the only thing
that we need to do is go into the fabric
that we're working on, going into the texture and
select the pattern that you have there under
Chapter 4400, files. Just hit Open, then we have our nice little
flower pattern. But you might be wondering,
why does it not look good? Okay, Why is it look
a little bit weird? Well, the answer
is really simple. Even though the
patterns here are together and the law of you guys might be coming from
other three self-worth. And you might say,
well, the UBI should be just like perfect here. Why is it not working
the way this it's not because of the light editing is because it's not merged. So it thinks that each object, it's its own little UB
island if you wish. So it's applying the pattern to each object the way it
thinks it's going to work. The only thing we
need to do here is just go into segments, section and starts
showing certain lines. So for instance, this
line right here, I am just going to
select both of them, right-click and say merge. And as you can see, the UBI gets corrected and we have this, we can't avoid
that on the torch. Of course, that arts
have to be there and that's usually normal to
find that sort of stuff. So don't worry too
much about those. But for instance, this one
and this one right here, we are again right-click
and we are merch. As you can see, the fabric
looks a lot, a lot nicer. We are going to have
a couple of seams. I mean, we can, in this
case, uh, we could, so the whole back
of the dress and if we want the backside to be the one that has the
CVS, that's fine. You could also just have
the same undecided. It depends on the kind of look you're going for
in this reference. I can't really tell
where this is, but usually, usually
since this is a skirt, we're going to find the, the edge or the line
at one of the ants. Okay, so I think
I'm just going to, I think I'm going to
show this two together. Let's go into segment mode. Grab that one and that one, merge them as well. Then grab this segment, this segment, this segment, and this segment, and
merge them as well. Let's just like we
can't merge them. Let's try this 1 first. Overlaps. No,
there's no overlap. Am I selecting two different? Okay, let's select this one. Go. This one, this one. Let's merch. That's
really weird. There shouldn't be any overlap. Okay, let's give it
like that for now. On the skirt down here as well. We're going to grab this one. This one, and we're
going to emerge. It might be the light linking though, or something like that. Let's select both of them. Right-click. I'm going to remove
the right-click. No, it doesn't have
any livelihood. That's fine. Let's go up here. Let's grab it. This
one right here. Merch. There we go. So now the back part has
a nice little pattern. The front part has a
nice little pattern. The straps have a
nice little pattern. The main dress has a
nice little pattern, and then the little skirt down here has a nice
little pattern. We don't merge this once. You can actually see here
how the pattern breaks. So we don't merge those ones. I think I'm going to leave this as a front and a side because otherwise we're gonna have a
seam going down the middle. And that might look really,
really, really weird. And I would like this pattern now that we have the
pattern properly set up. Now we can go here to this
option and we can play around with how big or how small we want this
pattern to be. I think I'm gonna go for like a big, big shapes right here. Like I really like
this leaf is going across the bus right there. I think it looks
quite, quite nice. So yeah, that's
pretty much it, guys. That's it for our date dress. She's wearing this very
nice dress for a date. She's going to meet the guy or the girl that she
fell in love with. And yeah, things are gonna be, things that are gonna
be interesting. So lets just grab this pattern right here. I'm going
to right-click. I'm going to on solidify
and on strengthened. So we have that nice
black line right there. My girl, a little bit more like crunchy there, but that's fine. We can just adjust addressed
a little bit more. Cool. This is second dress of
this chapter is done. The next address is
at the party dress. So we're gonna go for this. A very, very nice, very sexy, a red dress with
a couple of cuts that we're gonna be
able to see through it. We're gonna be talking
about how to use this sort of semi-transparent
clothing as well. Yeah, that's it, guys.
Hang on tight and I'll see you back on the
next one. Bye bye.
20. Night Dress: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with our story. Our girl is now ready to go into a very fancy dinner and she has to take one very
nice stress to it. So we're gonna be
doing this of very nice like a vestige of the
fester as it says right here. And let me tell you guys, it might seem like an easy thing, uh, but it's actually
really tricky. It's not difficult per se, but it's really tricky
especially because the patterns are not
super, super clear. And you might get a little
bit confused to all of the overlapping is
that we have here. So here's where again, it's a lot better for us, especially for us is
through the artists to focus on the forms are
rather than on the patterns. Patterns are great if you're gonna do this in the real world. But for the digital world, we can get away with
doing this in other ways. So what am I seeing here? Well, it's, it's a really tall neckline that
we have right here. As you can see. We have this broad shoulders asleep or easy, very
simple pattern. And then we have this
flaring out. Now. This one has a double amount of what's the word
of cloth like? It's a double section
like you have this sort of fancy soft, semi-transparent cloth on
top of the basic carbon. It's usually sewn
on the same line so we can add that shouldn't
be that much of a problem. But the shape right
here, the way this dress like
generates its curvature. Here in Mexico, we call it the mermaid suits or
the mermaid cut. I'm not sure if that's
the same name everywhere, which is the cortex Iliana. But the thing that
you need to see here, and that's why I included this image for reference
for you guys as well. Is that on this side, you're gonna notice that we're
gonna have our main shape. And then from the main
shape we're gonna get this like wings.
It's like a wing. And then on the back
side we're also going to have all of this
wings to create this very nice looking effect on pretty much all
of the backside. This cone that they're
drawing right here. This is the cone that they're
using to like inserted. This is roughly the shape. I'm not sure if we're gonna be using all of the patterns here, but that's the hint,
That's the idea. Pretty much. Again, instead of having to worry about all of the
different patterns, we're going to focus
on the main shapes first and then we're
going to start tailoring all of
the other elements. So let's say set this to 250. I think that's roughly
a good amount. One of the things
that's important for this image is if you place this here
on her shoulders, as you can see, as you can see, a little bit more at length. The shorter is, are,
are pretty much there, but we're going to need a
little bit more length. So just keep that in mind
because the pattern right here, even if we match the pattern, you're gonna see that
we're not getting are going all the way down. And then we definitely want
to go all the way down on the character on this
guy or this address. We're gonna start with
the main body right here and we're going to
follow the black light, ignore completely nor the
blue lines right here. We're going to fold
the black line. I'm going to go
into the polygon. Start here. Then go here. Up, there we go. Let's start at this again. 123. Let's do one more
for this line right here. Actually. Let's go to
that point right there. Then we have this nice
little curvature here. That's where some of the semitransparent
cloth is gonna be. That's a straight
point right there. It's gonna be a nice division. Then we just try to follow
this form right here. That's nicely as possible. At this point, we can
just go straight down. Let's go straight across and
all the way down. Perfect. So this is gonna be our
front-facing pattern. We of course get a need to
change a couple of things. If it's too wide,
if it's too short, we're gonna be
adjusting all of that. But let's start with our
basic preparation here. So we bring this here. As you can see, Iggy quite
fits our model is it's really, really close to the effect
that we're going for. I think the shoulders definitely way too
low like this one. This is the kind of things
that the pattern will give us a initial configuration, but it's a lot
better when we have the silhouette so that
we can start modifying. Again. Sorry if you
can hear my dog, he's been going crazy
last couple of days. Now. Don't worry
about the cut here. I think this curvature, so a little bit weird though. I'm gonna go to the
Edit curvature. I'm going to try to straighten
this a little bit more. We want this to be really, really form fitting here. I don't really like that.
I think I might've been changed the point or
just add another point. Like, let's say
they're in there. And then of course we need to actually let me grab
this points again. I'm going to add the
one. That's fine. I mean, we didn't have We do need a little
bit of room here because the address tends to
be quite intensely around. So I think something
like the works. Okay, cool. So we're gonna go with this guy. We're going to use the
arrangement points and we're going to get as close as possible
to the front set. I think that's a that's
a good fit right there. Let's bring it down a
little bit just to, again, getting closer to the body, we're going to hit
Control C, Control R. Over here. Control C, Control R. There we go. And we're going to of course activate the symmetric
pattern with sewing. And we're gonna, so
both halves together. Give me just 1 second. Now the only thing we
need to do is we're going to grab both patterns. This part right
here, and we need to bring it all the way down because usually this dresses the really, really, really
close to the ground. We might need to change
this a little bit once this thing actually simulates. But this is a good approach. Now, let's trace the
back of the character. Again, I'm going to
follow the black lines, ignore the blue lines for now. I think some of this blue
lines are meant to be like the main pattern that
you've got and then do a continuum like
trimming from there. But the black lines are held bit closer to what
we're looking for. The culture there, there, there, there, there
and then straight, straight all the way down. You saw there that the line
is not perfectly straight. So let's go to our
Transform point segments. Select boats points,
right-click, align to point up, y-axis. There we go. So it should be
fairly, a fairly nice. We are going to of course,
grabbed a pattern. Let's move it to
the side over here. You can see we're
trying to match the same high points there. If we see this, you can
imagine this is like the, like we're seeing in on
the back of the character. You can see that this
points are again, not exactly where we would like. Having this right
here is really, really helpful because I
can just grab this point, for instance and
say, you know what? The shoulder has to be
a little bit wider. So let's go right about there. This one, once fine with high, probably a bit lower though,
something like that. This one has to be
like over there. And then the curvature I
am not that worried about. But I know that this thing is definitely going to go lower. So first let's
select both points. Right-click align to x axis. And we're going to
move it so they match the same length on
the back again, I'm not really worried about
this curve because we can modify it later on and
help with the general fit. But yeah, that's
looking a lot nicer. Let's bring it here. Control C, Control
R to mirror this, click on one-click on
the other, right-click. And we're going to of course, symmetric pattern
which are sorry, apply symmetric pattern or just activity the
symmetry on those things. It's good to them. I would say I'm going to
place them there and then manually just
like bring them down. There we go. Now, one of the
things that I notice about this stress is
that we have a very, very slim like connection
on the shoulders, just a very slim, which
is this one right here. That's why we needed a little
bit more room on this side. Actually, I might
need to change that. Yeah, we're definitely going
to have to grab that point. Which is more like
probably about there, just a little bit
wider so that we have enough, enough
connection points. Otherwise the Cloud is not
going to work as a nice. Now we're of course
going to go to free sewing from the Out, Out and then sorry, this case the other way around. So from the outside
towards the inside. And the same thing over here. The other one, of course.
Let's just do this. There we go. Then we simulate. You can see that this
thing goes well together. Now we can, of course use our segment tool to show
both at the back pieces. There we go. So the beginning of our
elements is as working. Interestingly,
this section right here, this is super important. That's why I added the
point right here where the little like
insertions begin, because that's point is gonna be like super critical
to the whole thing. So I'm gonna go here to our free sewing and we're
gonna go from here down. We're gonna go from here down. Now when we see related,
as you can see, we're going to be
close into addressing one beautiful dress, beautiful do them for
a super form fitting. Look at that amazingly looking. It looks pretty, pretty cool. We're not gonna need
any darts, bacteria, like it's perfect because
we already have a dark. This is a dark. Remember we've
talked about this, let's say princes darts. So we are mostly finding the things a little bit
because as you can see here, it's asking us to add a couple of dots in
the front and stuff. You can see that there's a
dark there on the breast. I didn't think we needed thanks to the cuts that we just added. I don't think we're
gonna need that dark. Now, if you want
to add it though, feel free to do it,
especially if you want to have a nice little seam line. But we can add that at the
very end once we add this sort of like paneling
Honda, the front. Now the one thing I don't know was actually
looks quite nice. It was going to say
is that this neck was not looking great, but it does look nice. It does look nice. So let's do the sleep
right now real quick. A very easy way to do the sleep, just to start on the middle. Go out, go up, go up. One more, click. Go down. Oh, there we go. So we close this,
select the pattern. And I'm just going to select
one, the intersection. We've done this
before, we unfold. If you want this to be super round, just converts corporate. And there we go. Now,
this is important. If I were to select this thing, this pattern won't feed my arm. It's too small, too small. I'm gonna play
this to this side. Actually going to grab the Paxos can only
be one more space. And we need to change the
length of the arm hole, the umbrella we have right now. I do think it's a little bit too tight so she wouldn't be able to
move her arms dot much. I'm going to go into the
transform patterns here. I'm going to move this
thing a little bit down. Same for this one. Just gonna give you a
little bit more room there on the arm. There we go. That's a little bit
more, more comfortable. You don't want this thing to be like cutting into the character. So that's a lot nicer. Let's check that length. So if we take that
one and that one, you're going to see
that we have a 338.809. And if we check this
one, it's 245.6. So a very quick way
to do this is just change the length. So it
just changed the length. I'm going to hit sit 238.8. We're gonna do a both. And as you can see,
this is going to expand the curvature both ways. Now it might not be
the perfect curvature, as you can see, when I need to edit the
curvature curve point. We might need to
use morphing Sarah, or we can use another
technique that I really like, which is just scale this thing we can just do on the center. Remember, you just double-click. We expand. And if
we take a look at the elements here to 90,
that's still too low. Let's do a selection again. Broadly about there. Let's check 348. Okay, that's getting closer. We want 388. And again, this is one of the things
you'll see the pattern here. Any might look,
that's what you want. But it might not be, right. You might need a shorter
or bigger distance. So let's just double-check here. 3338, sorry, 338348 were
already Hello bit too much. So let's bring this
down a little bit. A little bit more,
if I'm not mistaken. 330. Okay. A little, little bit more. On the upper side. Here,
I might be tempted to just do the change length now that we were
a little closer. So 338, Let's do direction both. Let's hit. Okay. There we go. Now this is 3.638. And again, if we were to grab these two guys, we have 338.87. Yeah. That's pretty much it. Like No no need to
worry about that. I'm going to select
this guy Control C, Control R to bring this
to the other side. Both of them right-click and symmetric
pattern with sewing. I always make that
up. Or Ms. Meza lab, I'm going to say
apply linked editing. There we go. Now, we're just going
to go here free sewing. We're gonna go from
the bottom up, from the bottom up, and then from the center, down, from the center down. And as you can see on
this pattern over here, this one should be fine. Now to of course make this thing and our
lives a lot easier. We select this guy, we turn
onto the arrangement points and we bring them to
their respective sleeps. It's not when we simulate. This loops are falling in place. Of course, we're
missing one very, very important sewing line, which is the segment
from here to here. Now. I'll see how
nice that fits. If we were to follow what
we have on the pattern, this wouldn't be feeling as nicely as well
we have right here. Why? Because the model is never going to be
the same as apparent. That's why it's
very important too. Use the patterns,
but understand that none of the patterns
are gonna be like this. Now there's some little bit of a point there that I don't like. It looks a little bit weird. I'm curious about why
that's happening. It might be because this
is curved and this is not. But there's one piece of fabric. One of the two pieces of fabric is a little bit bigger
than it should. I'm guessing in my arm. I'm gonna, I'm gonna, I'm just gonna make it smile
slightly smaller. Let's see if that
helps. Not really. It's not geometry.
Let's go here. It might be this
element right here. One thing we can try
is we can try to add a point here, this section. And then let's move that point. It's kinda like a
small little dark. They're going to reduce
some of the cloth, reduce some of the tension. Should pinch this thing
back a little bit. I don't know if it's
the particle distance. I don't think it's the
particle distance. You know what? I think it's this thing that's
like pointing out. Either that or it could also
be that the point here, the curvature, It's a
little bit too high. So let's change the curvature. Now. See it's the, it's the, it's the union on the top. We'll fix it later. We'll fix it later.
But that's because this is just the general
blockage so far, right? So the blocking is looking good. Now on the back here you
can see that we do have a little bit of extra
extra clock now. I'm not too worried
about that just yet, so I'll wait and
see if we really need to remove some of that
with a couple of dots. But I don't think so. I don't think we're
going to need it to do that sort of like changes. Now comes the big part, now comes one of the
important parts. And I'm gonna do the
first section in this video just to show you what the next part
or idea is gonna be. And then we're gonna
be building the back section of the tail. First, Let's say real quick, always forget, don't
forget to save. Let's call this night. Dressing Chapter 40 over all of this are gonna
be available for you if of course they're on your project files so you can
check them out at anytime. Now, I'm going to
load the other image. I'm going to load this
image right here, which is the Cortes
Iliana image. Make this quite big. Let's move it to the side
because as you can see, for us to be able to create a nice flow in pattern
here on the front. We're gonna need this
shape right here. So from this intersection point, I'm gonna grab this piece
right here and move it to the side so that we can
work a little bit better. Actually, the other
one, depending on where we want
the tail to start, which in this case, based on the other reference,
it's about here. Like a lipid below the below the a little bit above the knee, I would say is where we
start getting the flares. I'm going to add a point
right about there. Probably a little bit
higher, right about there. I know that this
line right here, that's the segment, the main segment that I
want to duplicate. And I need to create this
sort of like cone-shaped. Okay, so here's what
I'm gonna do it. I'm going to select the
patterns like this guy right-click and we're going
to offset a parent outline. We're going to extend this. Doesn't really matter how much, but I'm gonna go a
little bit higher, like let's say 500th. There we go. I'm gonna hit Okay.
Now, I'm not gonna, I'm not gonna I don't
want to what's the word? I actually don't want
to create a new thing. I'm going to create
internal line. There we go and hit Offset. Now I'm going to
select deadline, right-click cut and soap. We keep our original element, but now we have this
big pattern right here, which of course is
being duplicated. Now, following this
guy right here, I'm gonna try to
shape this element so it looks closer
to that thing. I'm going to go onto the
transform point segments. Couldn't even align it there. Let's move this thing down. Then this point we're going
to convert to a curved point. There we go. Then we need to
change the curvature. So let's go to Edit
curved points. You can see we have a lot
of the crypto is there. We don't need all of them, so let's start cleaning them up. I'm just going to
start selecting them. And to be honest,
we only need one. So we can delete all
of these points and just leave a 1 right there. There we go. Now we're following
the exact same flow of the skirt while adding all of
this information over here. Now we're gonna grab this guy, bring it back here. The only thing we need to
do is sew them together. Segments, sewing. It's actually
already sewn together. So now when we simulate, look at this drapes super, super nicely and we're starting to get this sort of
like a mermaid fuel. Now as you might imagine, this thing is going to be
flowing back like this. And it's gonna be combined with all of the remaining tail. That's gonna give
us this very nice dress here on the back. Again, as I mentioned in my
Zoom links and easy one, but it is quite a
tricky, It's tricky. It's not as straightforward
as other dresses because there's a lot of special like lines and curves that
we need to follow. So make sure to
get to this point, guys, I'm going to stop
the video right here. And then the next one
that we're gonna explore, the back part of the tail. So hang on tight and
I'll see you back on the next one. Bye bye.
21. Night Dress Textures: Hey guys, welcome back to
the next part of our series. Then we're going
to continue with the details for our nitrous. So this is where we are right now and it's
looking quite nice. We saw how to, how to append these
fronts skirt right here, which is looking
quite, quite nice, giving us this very flowy look. And that's the,
that's the journal would like the mermaid caught. It usually holds the form of the character
really, really closely. And then it flares
out very nicely into, into a lot of it'll all
the folds and it's not, they're not pleats, but
they look very, very nice. Now, here's the
interesting part. As you can see, we have a whole
gap here and that's a no, no. We shouldn't have that gap. This are uncomfortable
to walk in, at least that's what my wife has mentioned when
there were wars, one of this and the,
as you can see, the cut pretty much
starts right around there like at the point where we have this thing appended, that's where it's
supposed to be starting. So we need to sue this thing all the way
back to this thing. I am going to give her a little bit more
room because again, as I've mentioned, they do tend to be a little
bit uncomfortable. So I'm gonna grab this
point right here. Just to the detention
is not as bad. I'm gonna push this
out just a little bit. Remember, we always fit the, the garment to the character, not the other way around. Now, I'm going to grab
my free sewing tool. And we're gonna, so from
this point to that point, which is supposed to
be the amount we're actually gonna go the other way around because we've sold
this segment before. So we're gonna go
from there to there. And then this other segment, we're gonna go from there to
there and it should match. It should match perfectly. Oh, my God, sorry. My allergies
will not somebody either. The spring allergies,
they should match perfectly because other siem
has match perfectly so far. So you shouldn't have
any other element as long as you've kept the
distance at the same. Now since we have
symmetrical patterns turn on, technically. This should suit you there. Well, I think I made
a mistake there. Oh, yeah, Sorry, my bad. I was sewing it from
the same place. So let's start down here on the tail and let's
go up to that point. And we're gonna go here. Sorry, the other way around
again, from here down. And under Taylor, we're
gonna go from here down. Now, when we saw
this together group, as you can see, we're gonna get this shorter effective shortcut. Again, that's the part that gets a little bit uncomfortable. But as you can see, the form
is defending a lot nicer. Now, I do want to add a, just want darts small
dark here on the back. I think that would help
get this even more. So we're gonna go here and let's just add a small
dark rather boat there. Yeah, that should be good. Let's assume late. I will forget about this. I get confused because when you insert a dart and usually does so it for you when
this gets you didn't. So there we go. Just a small dark
there to again, make sure that the shape is following her really,
really nicely. There we go. So as you can see, the now we have a good
distance over here. And the next part,
the next challenge is we need to create all of
the folds on the back. Now, usually this line right here is gonna be
a little bit bigger, but we're gonna change
that a little bit later. As you can see here, this shape is the back, it's supposed to be
the back part of this other pattern
which is very similar. Again, remember wake up.
And you can see that it's really weird to
understand because we have this a weird
shape here and then there's an overlap on
another weird shape here. What this thing is expecting you to do is expecting you to get to this point which has the point that
we're at right now. And from that point onwards, create two divisions and create like a really, really big block. So the way we're gonna do
this is we're gonna use a similar technique to what
we use on the other one. We're going to go
onto the segments. We're going to go
onto the second 1. First we need to find
the same distance. We want the distance on both sides to be the
exact same distance. I'm going to select this,
this is right here. That distance, and as you
can see, it's 7.6774. So I'm going to go here
to the back piece. I'm going to split. I'm
going to add by length. I'm gonna say 7.674. And I should set
this up to reverse. So this is the lower section
that we get and hit OK. So now we have a point. Now we're going to
grab that section, offset pattern, outline. Let's go really crazy. Again. Let's go to like a 50 to start. I mean, we can even
go 500, that's fine. And hit Okay. One thing before
we do that though, again, we do need to
create the internal line. Perfect. Now we're actually
going to cut this, so I'm not really going to cut. And so we have two different
patterns right there. You can see that
it's going a little bit crazy over here,
but that's fine. We'll reset it and
we'll be fine. What I wanna do is I wanted
to create the shape. But again, here's where
we're going to depart a little bit from the
world we're seeing here. And we're gonna go
a little bit more when we get here
on the software. I know that we need to curb
shape again down here. So I'm gonna grab this guy, convert to a curved point. I would like this,
this does right here, 829.9, to be the same
distance right here. Fortunately for us, we do have the tool to do that which
has changed length. I'm gonna say 829.9. I'm gonna change this
from start to end so that it extends it forward. That's it. Why do we need the
same distance? Because I want to make sure that when we sew things together, this thing gets through
the proper place. Because otherwise,
we're gonna get crunchy nice and we don't
want the questions, we want things to be
as nice as possible. Now, this curve is not working, so I'm going to have to
move this point back or down and start creating or
changing the curvature. So we get this sort of effect
usually on the mermaid cut, you have a lot more
distance like down here. That's why I
mentioned that we're, we're gonna change the length of this piece is right here. Very shortly. As you can see. Now, the only thing
we need to do this fixed distributor to have a little bit nicer
round recursive. So let's go here
to Edit curvature. Let's play around with
the curvature here. Just to get a nicer, nicer effect. There we go. Let's give it a go. Let's simulate real quick. We're getting a lot of the
crunchy this, why is this? You guys know this, you
guys know the answer. We're getting a lot
of the current genus, of course, because the place
where we're sewing two, which is this place, 774 against
1000 and all that stuff. So I'm gonna grab this two guys and we're just going to
move this thing down. And I want to get
to this was what? 1269. Again, select
this two guys. Just push this down until we get as close as
possible to 1269. Here we go. 72 is fine. Now, when we do this, as you can see it,
we're gonna get a lot, lot nicer, like a nicer
effect right here. Now we're also getting a
crunch in the front there, which is a little bit concerning because we shouldn't be
getting that crunch. I think I saw the wrong
piece, this thing right here. I think I started to a very
small section right there. Let's go into Edit sewing. And I don't know why
there's a sewing there. We shouldn't have that one.
We should let this flow. As you can see, there we go. Now this line right here, that line right
here, we're going to talk to this section right here. Now again, we need to make sure that we're sewing things
to the proper lines. I'm not sure if I'm going way, way too high on this one. We might be, what might be
going a little bit too high. So let's start with
our segment first. We're going to go from this
segment to this segment. Let us start from here to here. I think I turn off the seams. There we go. The threats. I was playing around with
some options here and I think I turn a lot of things off. Everything should've
showing though that working and that
seems to be working. Let's simulate. Yeah, okay, so it's going to where it's supposed to be going. But as you can see, we
have a lot of extra space here that we're not like
we didn't consider. And there's a couple of ways
to fix that, of course. First, let's see, I'm gonna
stimulate a little bit just to see how this
thing is behaving. I think we do we control C? The Yeah, I think I think we
control C the initial seem. No, we didn't. That's fine. Yes, So maybe we just had the
wrong the wrong dimension. What I want to make sure here, this piece right here, should be sewn onto the
backlog we're doing here, but we're missing
this spot right here. And again, there's a couple of ways in which we can do it. We can even create
a separate piece. I think it's this section
right here that we're missing. So it's two hundred
and seven hundred and sixty seven point one. So let's do it. Let's just do another piece I'm going to go through
with the polygon, or sorry, with my rectangle, I'm gonna say 267.1. Hit Okay. The length, we already know the length,
the length should be. We check the segments and 129.9. We grabbed this and
let's grab this a 129.9, or as close as possible, a couple of decimal points.
It's not going to hurt. Now, we, of course, we
can leave it like this, just like a rectangular
one, but we've been following occurred
throughout the whole thing. It will be a really nice
idea to do the same thing. I have a little bit
of a curve here to add a couple of more folds. I'm gonna go to my slash and
spread. Remember this one? And we're going to
go straight here. It doesn't matter
which side and just give it a little bit of
curvature like that. Now, with my free sewing tool, we're going to this
line, this line. And with our segments sewing, we're going to show this
to this and this to this. Let's make sure that things
started looking nice. Let's simulate. Wow, exploded. Let's give it a
chance and see if it manages to like solve itself. Sometimes it does,
sometimes it doesn't. I think, I think my
sewing is wrong. Let's go back. Let's
grab this guy. Let's help it a
little bit over here. There we go. The upper sewing line is fine. It's the brown one that's wrong. So let's edit the
sewing against. So if my calculations are wrong, this guy should go there. Yeah, there we go. This guy should go there. Perfect. Now we assimilate. We get that extra
piece of fabricating. There we go. And we're getting this
really nice mermaid cut all throughout
our character. I love her wedding gowns
or wedding dresses also share this
sort of approach. It's very, very common. Now I'm just going to
Control C, Control R to create a duplicate
of this thing. Of course, bring
it to a position. And let's very quickly, so with in place, I'm going to do a little
bit of clean up here because my patterns are
getting a little bit crazy. This is front skirt, this is side skirt like this. So that we can, we
can follow the logic. This is front skirt and
this is site skirt. Now it should be a lot
easier to know that this guy of course, goes here. And this guy should
go like here. There we go. That one, I really
don't want to move it that I want to keep
it on the on the back. Now at least we
know that this guys are are part of the front. Let's grab this guy's
moving into the site. You how much fabric we need
for this kind of addresses. That's why they
are so expensive. Because there's a lot of fabric and a lot of work
that goes into them. There we go. Okay, Now, of course, if we simulate, you're
gonna see this. We're just missing the
last free sewing tool. Again here, free sewing. We go from here to here,
and from there to there. The last little
point that we're, we're also not stretching
the address as much. And we get this very nice, sexy V-shape on the bottom
part as well. That's it. That's the, that's the,
the mermaid caught. Now if the tail is
too long or too short or it's not going
exactly where you want. This would be the point
where we would modify their curvature to make sure it looks as
nice as possible. Now, let's bring back the other background
image that we had, that the original
one there and one. There we go. You can see that we
have a couple of things that we need to change. First of all, we have
the transparency, the transparency
cuts that we have, and of course, the
red color and stuff. I do think that my final like insertion point
was a little bit too high. Now, remember when we make the we made it a little bit more
comfortable for her. I think it was way way too much. I mean, it doesn't
look bad, but not for fitting down here as I
might want, but that's fine. We're gonna leave it
like that for now. Now. We're gonna add a new fabric, is gonna be the bass riff. We need to look for a
fabric that actually makes this thing a little bit stiffer because right
now they're very silky, very smooth, very flowy. And the cloth is usually
not that intense. So for instance, this cotton
heavy twill, as you can see, it has a very sharp effect and it's not as wrinkly you
can see on the previous, when you hover
over the elements, you're gonna see the
previous of the clots and that doesn't allow you to see how nice or not they book. So I think I'm going
to add this one. Go here. We can grab all of the patterns and hit this little
button to apply to all. There we go. This is how it's definitely
a little bit and now we have better pillars
on the fabric. It looks quite, quite nice. Now for this one, I am
going to change the color. Let's go for a dark red. There we go. That's of course going to
start looking very, very nice. One thing I'd like
to dispose her, but we're gonna wait until
the very end to do that. Now for the cuts,
very easy, very easy. We're going to go into our
internal polygon line. We're gonna go from this
border to the armpit. To the armpit. There we go. And on the back we're
gonna do the same thing. We're going to go
from this point, which is this was
the sewing light. Remember, to this point, That's why it's sewing
lengths are so important. They allow us to find the
points are very, very easy. I think that one's actually a
little bit too forward out. I wanted to stop them. Let's go there. There we go. Now for the intersection here, there's a little
window on the side that again makes it nicer. We're going to add. A couple of points. And we're going to stop
right about there. What's going to make
the whole figure look a lot slimmer at any point. Remember, you can go into the, into the points themselves
and the modify the points. Just a little bit too much. Let's bring it in
a little bit more. There we go. Nicer. Accumulate. There we go. Stop. And we're going to do
the same thing over here on the backside and
the back pattern. So we start on the the armpit. We go out, out. Let's go there. Now. If you fail, it was not
enough fail if you missed. Sorry, that's not
the right word. If you miss, don't worry. We can just grab the point again and move it
towards supposed to be. No big deal. Now of course we are going
to go into the Edit Pattern, select the lives,
right-click codon. So right-click column. So go over here, right-click,
right-click, cut. And so now the sections
are separated. Now we need another element. So I am, I'm actually going to grab this base rather
we were using before. And I'm going to ask a slightly
brighter red, this one. And we're going to go up
all of those patterns. Those will not transparent
patterns that we have here. And here. And I'm going
to apply it to them. We go, of course this leaves are also going to
be applied that base read. What we need to do now is we need to use something
called an opacity map for those of you
that are completely new to textures and stuff. Let me show you an
opacity map in 3D is a black and white map that we
use to tell elements were, texture is and where
it checks there's not. So for instance, very
commonly in trees, leaves and all the
stuff, you're gonna have this sort of like a
cutout of a leaf. And in the game,
you're going to see The only the thing
that it's a white. So very important,
the white color is what's gonna be seen. That's called the opaque surface and everything else
is gonna be transparent. So I made it easy for you guys. And you're gonna find in your
source files this thing, which is a black and white
they measure called the Alpha. If you select this one
and you apply it to the opacity map and
hit Okay, Open. This will get what's
gonna happen. You're immediately going to get this very nice effect where the flowers are just
creating this pattern, tile pattern, as you can see, it's going to repeat, yes, we're gonna have a
couple of seams, several here and there. But as you can see,
it looks really nice and we're
getting a lot closer to our address
right here now you can see the scale on the
dress is way higher. So let's go to our Texture
tool and selecting this piece. I am going to not rotate. It's weird. I think it's trying to go into I thought we could
modify it from there. I don't think we
can in this part. So let's see here in the
Opacity map transformation. There we go. I think
if we lower this, or in this case, I think
if we increase this, Let's go through like five
hundred and five hundred. Okay? We see that the bigger
pattern, that's way too much. Let's try a 100th. 100th. There we go. That's a little bit nicer, a little bit closer to the scale that we have here
on a reference. And of course, if we assimilate what everything's gonna be
moving very, very nicely. Yeah, that's sitting now I do think this opening is
a little bit too much. You can see we're seeing a
little bit of her, of her bra. We might need to change
that a little bit. And the way to change
it as of course, to go into the pattern itself, going through the curvature. Just like maybe the
curvature smaller. And then go into this curvature
and make globe it bigger. And that's going to of course
reduce the amount of now we shouldn't see her
brought us much. The darts, I think a
little bit too low. So let me grab the dots here. Let's go into add the
pattern, select the darts. We're going a little bit higher. Let's try that. There we go. Those wrinkles that
we're getting there, I kind of like I think they add to the
overall shape of the dress. Now we haven't changed
the particle distance. We're still working with a very high particle distance,
so that's 20. Eventually we're
gonna change this down to probably like ten or something to make this
thing look even nicer. Now, of course we can
add seems on this guys, you know, the drill clone over, under or we can create the external line
and add little detail. But I don't want
to drag this part of the tutorial as long, so feel free to add more of those details
to the character. The one detail that I do
want to add are discouraged. Remember on the concept here, she has another layer of like fluffy,
semi-transparent skirts. So I'm gonna grab this color, I'm going to copy it. I'm going to call this alpha. This one's gonna be
called base read details. Sorry, not base red. Skirt. There we go. So this one, I'm going to click this little garbage
icon to get rid of the, what's the word
of the the Alpha. And we're going to reduce
the opacity to about 50%. So it's gonna look
semi-transparent. And that's where we
would normally do with, normally do this in any sort
of like rendering engine to make things look a little bit more, see-through,
more transparent. Now, of course, we need
to grab the patterns. All of this parents. I do want them to be sown the
positions that they worked, but I want them to
be over, right? So I'm gonna hit right-click. I'm going to say Clone
layer cone over. Let's bring them up here. Here's where the little bit of the tricky part
is gonna come. We know that if we
just lived this here, this things are sewn together to the lower layer right there. They're sewn together
to lower layer and that's, that's a problem. So I'm actually going to go
into the edit sewing tool, grab all of this points
and delete them like this. Patterns are now
flew free flowing. The first thing we want to do is I want to connect
the patterns. So I'm going to go
to my segment sewing and we're going to connect
this pattern to this pattern, this pattern to this pattern. We're doing this, right? Yes. There we go. It's better to this pattern. Then we're going to
connect the back patterns. As you can see,
the back patterns usually would be connected
to this inner pattern, but in this case we're
gonna connect them to themselves like that. Now, we're going to
connect this pattern here. This pattern here. If my calculation is right, everything should be following the proper position. You
can move them around. I'm actually gonna move
them around a little bit. Because I really wanted to
make sure that things are sewing to the place that
there should be sewing. Otherwise, this is
not going to work as intended. That's not the one. That one's still has
some switching from the from the past version. Those institutes that
you're seeing there, those are no-no, we need
to delete those stitching. I'm gonna go here
to Edit, sorry. Let's see if we can select
that sewing repair. Which one is this one? So let's just delete it. There we go. So
they should not be sewn to anything
bought themselves. It's just the final skirts, so it seems to be working. Now, I am going to select all of the patterns and
add this Red Scare, which is going to be
semi-transparent. As you can see,
we're gonna be able to kind of see through it. And here's where the
tricky part is gonna come. We need to sue or so
some of them back into, into their old like
elements right here, which we still have. So first I think we might
benefit from linking them. Let me see. Symmetric pattern with sewing. Same metric parent was sewing and symmetric pattern
with sewing. There we go. Now, what happened there? Since like I separated
that piece or something. Now what we're gonna do is
we're going to use again are free sewing tool and we're going to start sewing a little bit, not all over the frames
here on the front lines. I'm just going to
say probably like two centimeters,
something like that. That is gonna be
sewn to that piece. Now this thing should
we saw him there? It seems like this and do it. That's fine. Let's
do it in manually. Shouldn't change the thing. So to nine tonight. Now the next ones, we're gonna sue completely. So from here to here, from here to here. And then this one, this one, we're just going
to show a little bit of this part from here. Now actually that one, yeah, we do need to show
it a little bit. So let's go from there again. In this case, I've got
a little bit longer, let's say three seventy
four, seventy seventh. That's fine. There we go. Three 72. There we go. Let's say real quick
before anything bad happens because there's gonna be a lot of
simulation right now. Could we get a
little bit tricky? But technically, if
we simulate now, we should have a layer of like a semi-transparent layer of cloth on top of everything else. Now, as we've mentioned before, the rendering in this system are in this elements
not as good. So sounds like
we're getting some. Problems down the inner cloth. But yeah, that will
be the way to do it. There'll be the way
to add another layer of filament here. I'm gonna stop,
let me control C. I'm not sure what happened here. But the easiest way to fix
this is just like grab them and move them out. Kind of like telling, marvelous, hey, try it again. Try again. Get to know you
get enough time to simulate. I'm not sure if we're getting extra simulation on something. I think something having
like I'm really concerned about this government
right here. Let's do this. I'm going to grab
this guy's first, going to set them,
they're there to one so they don't interfere. I'm going to freeze them. Good thing that I can show you how to troubleshoot as well, because you're gonna find a lot of these things happening. Let's, let's similarly
just a skirt. Something, something changed
there on my on this skirt. So let's control seat. This guy right here
is going crazy. I'm not sure why though. Best thing we can do
is just right-click, say, remodeling, editing. We can isolate this
for just a second. Grab everything else.
Everything else. I'm gonna, I'm gonna freeze. Select this guy and just
reset it to the pattern. Just bring it back. Take a look at this teacher's. Make sure that they look nice. So tops teaching goes properly. Vax teaching goes properly. Yeah, the stitching.
Don't look good. Let's select all of
this upper guys. Control K to unfreeze. Let's simulate. That's really weird. I didn't have this mistake. I know that I normally like
to record everything I said. I'm going to stop real quick. Let me solve this
before we finish this chapter and I'll
tell you what happened. I was able to solve with it was just the live
linking that was selected from the Lear
clone over that we did. So you want to eliminate
that one as well? It's just, we're just copying
the patterns in this case. You could just copy
and paste them. Maybe that would have
been a better idea, but that's a similar awake. Now I rebuild the elements here. I am going to grab all of
these guys Control K Again. I'm gonna grab this
guy right here. I'm gonna say reset
3D arrangement. No. I mean, that's why we
can just leave them like that because I'm gonna
select all of these guys. They're already sewn
between each other. Let's use the lyric to, uh, to, to make sure they
are pushed out. And I'm gonna move them out, get them really
out of the address because they're
having a couple of collisions there
that I don't like. Sometimes it's just
better to since it's a loose fabric, It's
a little bit easier. Now, let's do the
free sewing ago. Very quick, free sewing. From here, we're gonna go
like 234 to 23, that's fine. One then. Similar one on this side. There we go. This one should go
exactly the same. This one should go
exactly the same. This one. Remember we only
grab the outer edge again. A little bit longer. Let's
do like almost 400th, 100th. There we go. That's should sue it as you can see to the sides of the element. And now we're going
to have this very nice extra fabric
flowing around. Now technically we could, or we should be able to simulate here even
though it's frozen. Yeah, there we go. Now the fabric is falling nicely on top of the other elements. Let's stop the simulation. Let's grab everything
else again, Control K to unfreeze. And finally, we can
let this rest. We go. Now there's no overlap, There's no bad
elements or anything. Now that the layers are
appropriately done, we can again select this upper patterns changed later back to 0, that one as well. And hit Play. Now everything should, we
allow more time of simulation, everything should
fall into place. And we just missed the
alpha channel back here. Let's stop the simulation. The Alpha channel
to those patterns. Are there frozen, sorry. Control k you
again. There we go. That's it. We just got everything. I am going to give this
tenth particle distance to every single piece, which of course is going to
make this quite, quite heavy. But now we can actually
go into a post. So let's go avatar
female B2 poses. And let's go for
this show off pulse, pulse posts only and the
simulation we will start. The governments should start
flowing into position. There you go, guys. If
you've managed to get all the way to this
point, congratulations. You have the first
three addresses. We're just missing one more
just for a girl, don't worry. The last result is actually
very, very simple. It's a very stiff address. The cloth is not gonna be as intense and it's going to finish the story arc of Camila. Camila. That was her name. Yeah. After going to the
office and then to date to a nice party, we're finally going
to go to the wedding. So that's it for now, guys. Hang on tight and I'll see you
back on the next one. Bye.
22. Wedding Dress: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the wedding dress, the final dress
for our character, the final address of our story. We're gonna be doing a fun one. So in this case, we're actually not
going to be following a pattern in the same way that we followed
the other patterns. Because it's actually the
slightly more complicated. It's going to combine all of the things that
we've learned so far. But we're gonna be doing a modification since
we already did a long dress for the night date. I was thinking about doing this one right here and this one has a free pattern is there on your under Chapter folders. I'm going to be
using it as well. But what I really
like about this, and by the way, this
is a great site. I'm not sure if I've
mentioned this before, but the MOOC society, society is a perfect place
to get free sewing pattern. The only thing is
you need to sign up to their mailing list. After you do that, you
get the free patterns. They even come up
with an instruction. So if you're completely new
to the world of tailoring, as most of the 3D artists art, make sure that you get
yourself a subscription on this thing because it really helps you understand a little
bit more how it works. Now, not all of this is going
to be translated of course, to the main, What's the
war to the main work, to the main characters. It's going to give
us a nice effect. So this is a one. Let's bring our, our avatar. Let's go for Camila. Go. Just open. In this case, instead of using the pattern, I mean, I am going to bring the pattern because it's always important to see what we
need and what we're doing. I got this one for
you, by the way, guys. It's called cosmos pattern. We're going to say 200
here. There we go. Let's move it a little
bit to the side. I think 200 should be more
than enough. I got him. We're not gonna trace it, we're just going to use
it as a reference because trying to trace something that's form
fitting, it's impossible. I believe me, after
I did, It's really, really difficult if you tried to create a course set following patterns and they're
trained together on the avatar, not gonna work. You're gonna have
a huge headache and he's gonna be really,
really difficult to do. So instead, what we're
gonna do is the following. We're going to go to the garden section and
we're going to bring in a t-shirt and we're
going to add it, okay? Now we're going to make
it a little bit smaller. A little bit too big right now. We're going to simulate. There we go. Now, why a t-shirt? Well, a T-shirt
already has the form that we're looking for and
it's gonna be a lot easier to, what's the word to replicate or duplicate
this guy right here, then there's going to be
to make it from scratch. Now we don't need this
leaves, as you can see, the addresses asleep less. So we don't need this leaves, this is all we need. The first thing we
need to do is we need to create a course set. We need to create this
thing and make it look as nice as possible. So give me just 1 second here. As you can see here on the
image, the main section, like the body section, is again pretty much
like a core side. It's going to be very
foreign feeling. We're gonna have a
zipper on the back. We haven't talked
about CIPARS before. They worked in a very
similar way as with buttons, where we're gonna have
a zipper on the back. So this, as you can see, it's gonna be my front panel. Now. The front panelists you
can see has no seam. It's a mirrored elements. So we're gonna start with that. We're gonna start tailoring
this sort of shape. I don't worry too much about the distinct right here at them. What are they called? I
always forget about that. The name of those things. Lace, lace. It's called lace. It's
got this very nice. It's transparent fabric. So we're not going to
worry about the lace. Uh, yes, Jed, right
now, I'm going to be worrying about the lines
that we have right here going through
the arms and into this very nice cleavage on the front, we'd
like a heart shape. If we go here to the character, the first thing I'm
gonna know this is that what we need
an internal line. So I'm going to go
to my internal lines and turn on polygon lines and know that we're gonna
go pretty much from the side of the arm,
like right about there. Then we're gonna go up,
follow the shape of the bust, and then finish right
there on the center. Let's go back and
double-click that week. That's roughly the shape. One thing we can do here
just to keep us ourselves a little bit of an idea is we're
going to add a new fabric. This new fabric,
Let's make it black. And let's bring the
opacity down to like 50%. So I'm gonna go
deadline right there. Well, not yet. I want to grab, I would like to grab
just this pattern. We're going to be
adding that new material to a top area so that we can get the sort of
transparency look, bring know. It looks a little bit
low here on this side. So I'm gonna go here. We're going to start
changing the curvature. So let's go to Edit curvature. Well, I'm going to go like this. Cover a little bit
more of her breasts. Change the curvature here, that looks a little bit better. There we go. Now again, if we check the
reference right here, you can see that we have
a line going right here, which is kind of like a dark. We've talked about
this once before. They're kind of like Princess starts because they're going to again remove some of
the fabric that we have, like floating right here. And they're gonna make the whole thing look
a little bit nicer. So I'm going to go again, we'd my internal polygon
line from about that point. All the way down. Let's
start all the way down. Just hit that. And then I'm gonna
go to edit point or at point spline where
the boat there. Here's what our pattern
comes into play because we can go to
the patterns you okay. This is my front bodies. This is the front part
of the boat actually, this one is the front part
of the body or the sidebar. As you can see, this this is a frontal, a sorry,
this is the front of us. So this one right
here, as you can see, that's the sort of
collaborative point. I think that's the one. No, sorry. This is a site from, you can see we do have
a curvature right here. We do want to add a sort of like a dart in that specific area. Now it's a good point to
actually split this thing. So I'm gonna go into
the patterns again. And let's select
our pattern lines. Here. Right-click, Right-click,
Right-click colon. So there we go with this points
that we have right here. Again, if we simulate
this is gonna be pretty much the
exact same thing. Nothing is really,
it's really changing. Well, if we start
moving this thing, we know what we can do. We can move this thing
out, this thing in. And that's going to
create a nice start that now we can change that dark to anchor point on both sides. And we can start playing
with the curvature. Curvature. Let's push this
curvature in, in. And there. We looked at that a
lot more forfeited. Now one thing that you're
gonna notice is down here, we have a really ugly effect. Why you need to understand this every time we add the dark, it's like pushing or rather
pulling from specific points. So the curvatures on other parts of the
piece might change. In this case, we need to bring this point down a little bit. And only that I showed you. Yeah. I mean, we need to
bring the point down. That point, we need to
bring it down a little bit, a little bit more. And we need to change the curvature of
this thing right here. We need to give it a
little bit of curvature. There's one, you usually want
to keep it at 90 degrees. And then with a curvature
again, we bring it up. Now we have a nice curve
here on the front. If you want this to be
completely straight, we can also do that. This one is completely straight, but we're gonna have a belt. So I think I want to keep
it kind of like round. Feels like it. I feel like
it looks a little bit nicer. But again, feel free to change
it in any way using fit. As you can see here, we're
going to need the dark. That's another piece where we're getting a little
bit of fabric now, I'm not too worried
about that piece just yet because
I know from the, from the reference
that we're gonna have a sidebar this right there on that line, right
there, right there, right where that thing is, We're gonna have a
line and then we're going to create another
line over here and we're gonna delete this
initial line over here. So let's go, let's do that. Let's go to the side panel. We don't have a site balance.
This is a side panel. Let's go here. And we're going to
pretty much do is we're going to add
another internal line. I would say about trying to
find the specific point. Things somewhere around.
There should be fine. Just hit enter. That's
a little bit too. I mean, it's not that
bad. A little bit too. Forward. Let's try that one right there. Yeah, that's way better
even if we get a really small elementary there. I'm not sure. I think I wanted
to do it right here. Yeah. Let's do it here. On the outside because otherwise this panel is gonna be
super, super small. And again, if we take a look at the pattern that we have here, we do have a side
panel, which is, whereas this one side
bodies, as you can see, it's shorter, it's
shorter than the, than the rest of the element. Now, we're of course
going to have another cut right about there. Now it's a matter of, of course, cutting and sewing those things. Those are the little
panels there and cutting and sewing. Those things. Now that we've gotten
so on those things, it would be a good
idea to get rid of that line that we
have right there. So I'm going to go into, I get into my segment options, select this link right here, and select this one right here. I'm going to right-click
and hit Merge. Now it's a single panel. Now that we have
the single panel, again, we can check the fit. It's not that bad to be honest. I am going to go for a slightly
thicker cloth later on. Like this, this thing that
I'm seeing it right here, I'm not too worried
about because again, this is the lice
that we're gonna be changing, modifying later. What kind of looks nice. This of course is a
lot of code over here. So we're definitely
going to have a dart on the back side of things. So on this area,
Let's add that Dart. I'm gonna go here
to add a point. I mean, we could,
if we wanted to be like super, super even. The best idea of course, is to just grab this
guy Right-click split and say uniform split. Okay? So this one is
Split, uniform split. Okay, that way both posts
are in the same position. We're going to grab them both. Let's transform them.
Double-click here. We scale at the same time
and then grab both of them, right-click and
convert grid points. There we go. So now
when we do this, again, there's gonna be a
little bit better, a little bit more form fitting. I'm seeing a little
bit too much cloth on this side right here. Let me see if we can reduce it by changing a
curvature again. Yeah, there we go. So as
you can see this one still, like I would say,
comfortable enough. We can of course make
this an even wider. There's gonna be a little
bit tighter. There we go. Again, if you ignore
this piece for now, you're going to see
that things are looking quite, quite nice. I do think that the
curvature here, it's pinching a little bit, but I think it's because
of this piece right here. So we're gonna be modifying
the top part, the last part. Later on. You can see that the bothers this
is fitting nicely. Now let's work on
the back portion. Now you can see
that here again on the reference in
the back portion. There's the back. That's
the Bakelite. Sorry. Where's the back? I think you're meant to cut two pieces of this one like
the back and then the front. So we don't have a
dart on the back. I think we should write so you can see all of
these things right here. I think it will be
a nice idea to have a dark going on this direction. Again, to remove
some of those clots. I'm going to go to
the backside of our, of our pattern, this
one right here. I'm gonna select this
line right-click. Let's go to Pattern. Select the line right-click
and we're going to split, again, uniform split
to keep it even. Remember any point
that you have, if you select a point can
be converted into a dart. Just hit. Okay, and now we can
modify the darts. So let's go. I would say quite high and let's make this thing
a little bit wider here. When we simulate,
we get that effect. There's a little
bit of a wrinkle, there is a little bit kind of expected if we want to
eliminate that one. I think we can bring the
data a little bit higher. I think that's helping maybe
a little bit more even. There we go. There we go. That looks very, very nice. It kind of follows the same
sort of pattern a look, and he's gonna be
in the back, so we really don't care
about that one. Now, I do want to keep things
a little bit straighter. On the back side or
on the tops here. Will not everywhere, right. I think I'm gonna go
with her underwear line. I think that's a nice,
sexy line to follow. And I'm just going to follow
or I'm just going to grab, this point is right here. This inner points. Let's
bring them down a little bit. That's bringing
in some wrinkles. There we go. That's a
little better. There we go. Now you can see that
we have a pinch there. We've talked about this one
before. How do we fix it? We can of course move
this things down, which I think in this case
it's gonna be the option. There we go. Now, eventually when we add like a nice belt and this area, it will be a little
bit easier to just follow everything. That's it. That's the, that's the, pretty
much the bodies like we have everything here
looking, looking quite nice. One thing we could do,
we could do though, is we could just finish this
line all the way to the top, which will still keep the
sort of like dark going. It will keep the
paddling. But if you take a look at the reference
again on the backside, let me see if there's a picture. There we go. On the vaccine. We also go like
really, really close. It's like again,
like a struggled, not struggled
because we're using this lace as a strap
sort of thing. But we are following this
thing very, very nicely here. You can see some wrinkles there. Again, very, very, very common. So I do think we need that line. We definitely need that line on the patterns to divide what things are going to be
lazy and what things are gonna be non-lease. In this case, I'm going
to grab my again, my internal polygon line. We're gonna go from the armpit. We're just going
to go straight to the back of the
character. There we go. Now, as you can see, that
are just really, really, really close to the final part right through to the
end of the line. So it might not be a bad
idea to just the codon so or just extend the dart
all the way to the top. So yeah thing we're
gonna do that. We're just gonna
move it right there. Entrepreneurs are
not letting me. Perpendicular line
on the y-axis. We can just use
our internal line. Then let's just use internal polygon like
from here to here. There we go. And now if we want, what we can do is we can
just cut and so that piece. And then just select that point. Delete it. So good
point and delete it. That's another dot, right? So again, if we simulate, shouldn't be that
much of a difference, we're still gonna
get our nice bodies. And now we actually
have the segment's going to, to where we want. A little bit weird. They're missing the
sewing line segment so you can see the stitching there is not going everywhere. So let's select our sewing. Sewing. Let's delete the sorry, and then segment sewing
and we soap whatsoever. So now you can see that
the seam line actually works and looks the way
it should be perfect. So now as you can see
this big pieces up here, we can select the
fabric that we selected earlier and we can just replace them with this lace fabric. Just to understand that, that lays fabric is gonna be, it's gonna be using
this way, right? Like we're gonna
be using this to, to build the remaining
part of a character. I'm going to stop the
video right here, guys, with this equation
of the bodies. In the next video, we're
gonna go with the skirt, which is gonna be
quite easy, quite fun. We're gonna do a
nice little belt here for our wedding dress. Again, as you can
see, we aren't doing some modifications
like we're not following this wreck exactly like the one on the reference. And this is one of the
things that I wanted to make sure you
guys understand. You're free to do as
many things as you want, as long as it looks
cool, as long as it follows the story
that you want to tell. As long of course,
adjust you're not following a specific
exact concept. So in this case, I think
as you can see it, this one is looking
quite, quite nice. Hang on tight and I'll see
you back on the next video. Bye-bye.
23. Zipper and Skirt: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the zipper and we're gonna do the skirts as well
as we've mentioned before. So let's jump into it. Let's start with
the suburb because it's a fun exercise and I just want to make sure that you guys understand that
it's really simple. It's a very similar way
in how we do buttons. By the way, I'm
just going to grab this three things right here
and move them to the site. And the one thing I
do need or want to do is I want to delete this sewing
that we have right here. So if we delete that sewing n, we'd leave this, this
sewing right here. What's going to
happen, of course, is when we simulate this
thing is gonna fall open, which is exactly what I want. Now, I'm going to
create these separate, that's going to combine both elements from one
side to the other. Because if you guys have
seen any course sets, of course that's a
really, really tight. So if they were like Titan and you try to wear them,
it will be impossible. So usually they have
laces that you like, so together pretty much. But in this case we're
gonna be using a separate. So it's like a super app. Of course at the separate
rule is really, really easy. One thing I do
recommend doing is and make sure you delete or remove the linked editing for this
one's for just a second so that we can select our
separate tool right here. You're going to
click on one side, all the way off click and then just hit Enter or
just double-click. And then you go to
the other side. Oops, that again. Double-click. Again. Though. Click there we go. And then just click down here and all the way up, double-click
automatically. As you can see, marvelous
designer will place a separate on the position
that we selected. And not only that, it will
actually connect it together. So if we simulate, you
can see that super is now super dark. So one thing that we
definitely want to do is we want to change a couple
of things on December. First of all, I think it's
a little bit too big. Second, it's the
other way around. So you can see the
Tsipras down here and normally servers
are up here. You can select the zipper in, in a very similar fashion to buttons and everything there. A C-section for
supers over here. I think it's usually
not buttons, whereas it can
find it right now. The UV editor. That's fine. Let's go back to the fabrics.
So anyway, the superstar, I fear, as you can see, you have the reverse direction, so I'm just going to reverse it. You can see that
it's already fasten. So we have the fastened
option turned on. There we go. Fast and super. So it's trying to of
course, fast and super. And yeah, that's pretty much it. We can change the type of
Sippar up here, like the polar. There's a couple
of options here. Let's go for a really nice one, like small, small, kind
of like hidden one. You can change the
slider as well. Let's go four more.
Softer, interesting one, you can change the volume of the super, pretty much everything. You can change the
opposite side. So in this case, if
we unzip the object, which by the way
you can do here, the only thing is
you select this guy and move it down following
the super light. And if you simulate, the
server is going to open. So depending on which
side you want each of the lines of the circuit TV, you're gonna get
that same effect. Now, personally in my work, I don't use supers
as much because they are a little bit
difficult to bake later on. So I prefer to just do
this at the very end. On the other texture
side of things. However, if you want to
do this for previous, like what we're
doing right here, it works amazingly
as you can see. That's it. That's the super. Let's go forward the skirt. I do want to add a nice
little belt here on the, on the underside
of the character. Of course, there's always
a couple of ways to do it. It depends on where we want
the belt to be sitting. I think sitting
here above the line that we have right now
will be the best idea. So what I'm gonna do is I'm
going to select the patterns, all of the lower patterns, like lower lines
with the patterns. I really liked the
curvature that we have. I'm going to keep it. All of this patterns. Patterns are no longer live
links and make sure to select both of them
right-click and we're going to offset
that's internal line. And the thing we're gonna do, Like like 50 millimeters. Good, or is that too much?
I think might be too much. Let's do 30 millimeters. Hit. Okay, there we go. We have a nice slim
effect over there. Now of course, well, one of the things
here, the Supra, as you can see, is like
taking the default end. If that's something
that you don't want it, we might have to
delete the super and redo it only on the top part. But for now I'm gonna, I'm
gonna leave it like that or actually no, let's do it. Let's go here to the
Sippar sewing line. Well first let's
called the slides. Right-click. And so there we go. So now the full belt is
separated from the piece. You can see that I
think the super yeah, the super, it gets
destroyed pretty much. So we needed to rebuild it. So let's go here
to the super tool. Just click, double-click,
click, double-click. There we go. And on the Super, of course, we're going to change
the little thing again. Nice, easy one, and we're going
to reverse the direction. There we go. So now the server
is only going to be there. As you can see, we do need a little bit of an extra piece there, which is weird though. Otherwise the belt is good
to have an issue there. So I'm just gonna
go with this line. Let's grab this pattern
and this pattern, let's make them against
symmetric pattern with sewing them together. There we go. Cool. So now we're gonna
have our belt. And I would definitely be of the opinion that we
don't want to have as many cuts on the belt
as as what we have here. I'm going to go
into the segments sections and start emerging. March. March. As you can see, the belt
is going to be around. We've seen this before. And the reason why it needs
to be around is of course, because the curvatures
are different. Very common to have
this sort of thing. I wish we could have the
curvature tool from clo 3D. I want so much better,
but there we go. Now our belt, this already, we simulate things look nice. If we wanted to
change the curvature, we can of course change it. But I really like it except for that little point right there, which is that one. I'm gonna select that
point and that point I'm just going to convert
your curve points. Then definitely need to change the curvatures little bit there. And just simulate. Cool. Now if you want to
make the bell thicker, of course we can just delete it. Or another option is
you can just build a new belt with a
distance that we have, which is what we're gonna be doing with that with the skirt. Because now what I can do is I can select that
the segment here. So it's 12123456. Oh my God. 345678. Now, wrong click at the end. There we go. So 755 is our number. So I'm going to create a
rectangle, 755 heat, okay. We know that we need
to create a district. That's why I have the
pattern right here. So 700155 eats the curvature, the inner curvature that
we're gonna have a right here on the inside of the cloth. Now, we need to create
the curvature of the skirt going pretty much
all the other way around. So again, there's way to do,
there's ways to do this. We'll probably one of
the easiest would be to extend this patterns and then just merge them so
we create the curvature. So let me show you. First of all, I'm
going to split this. I think it's easier to
work with a halves. So let's split this
uniform split. Split, split. Okay, let's grab
our internal lines. There we go. Codon. So let's delete this guy. Now it will just grab, this is a half, a half piece, right? So we need to create a little
bit of a curvature here. This piece. Actually not
another way to think of. It depends on the type
of sqrt going for. I think we're fine here. So what we need to do is to keep this
curvature right here. But like create the
whole half circle, I'm going to use the
slash and spread tool. Remember this one? We're gonna go here
from the center out. And we're going to
move this thing like this a little bit more. Let's try the game. This side. We're gonna do this. There we go. Now this distance remains the same distance
that we had before. Half of what we needed,
which is 370.577. I am going to make it
a curve point though. So convergent curved point. And I'm going to start
modifying this so that we match the same distance
that we had before. We were fine here. It's just a matter of
moving to curvature. Remember it's three
hundred and seventy five, seventy seven point five. But I want to make
sure that this looks like a surround as possible. Closer to our pattern. Now that we have, we
have that it might not be a bad idea to
transform this 0.307. Let's go through
like about there. Again, let's play around
with the curvature. Can push it a little
bit in till we get to the 377 or as
close as possible. There we go. Now, I think I'm gonna move
this segment down. Just to give it some more. Let's delete that point. It, Let's delete that point. I'm going to grab
this button right here and then convert
it into a curve point. Now, we should be able to
again edit the curvature here. To make it round. We wanted us to be
like a really as clean as often the lips as
possible, something like that. Cool. Now we'll select this piece. We can right-click. And we're going to
unfold this piece. Of course we're going
to convert to a corporate as well. There we go. A little bit worried about
this line right here, but as we saw before, this is the department number. So let's see how this source into the, into the character. Of course, we're going to do the segments sewing
from here to here. Let's move this thing
a little bit here. It's a little bit
easier to simulate. There we go. Well, let's
be beneath the hands. Because it's going to
fall down and it's gonna, it's gonna go up after that. Not too much of a problem there. Let's go here. And here's where our free
sewing tool comes into play. 55 to yeah, there we go. So 54.9. So what could
it be any more exact? It just does now. There we go. Have
a very nice skirt flowing nicely into
the character. Look at that. I'm very nice. Bleed still
not exactly pleased, but we have this very pretty looking effects
right here now, I don't want this
to be a long dress. It's very common for this
elements to be a longer dress. So that means that we're
gonna have to push this thing out and out. Let's do this. Let's see if
we can do this geometrically. Double-click. They're bigger. And then we're going to
change the curvature again. Now I'm just like a hand
modifying these things. I know this is not
no longer exact, but any point we can
just go from this point down and then just
unfold. Let's try this. I just want to find
the proper length. Almost there, almost,
almost there. So let's stop here. And let's go here to again to
our internal polygon line. Just go straight down. Hit Enter. And I'm just going to
select the pattern. Let's call them so and
delete that one. Unfold. I'm actually going
to make this thing a little bit easier
to fix and stuff. I'm going to add
another internal line. I'm going to cut them. So again, I'm going to apply the symmetric
pattern with OIT. Let's, let's erase
a couple of things. Because if we
simulate this thing is going to just hold down. So let's edit our sowing lines. Let's build it, this one. Let's start again. Free soloing. It's from the back. Let's start here from
the back to the center. From the back to the center. From the back to the center. From the back to the
center, we see me live now. Scores falling nicely. Stop sewing from here to here. We go. Help this thing
unfolded little bit better. There we go. It has a nice
little tail over here. I like it. I think I
liked this height. That way she can show
off her are her shoes. But now what we
can do, of course, is we can change the curvature slightly just to make
it a little bit nicer. Like I didn't like
this or like front, front curvature on
the, on the front. Then like a like a
little bit of a tail. Like I don't want to like
extreme long tail for dress. But just something that
looks, that looks nice. There we go. Not bad, not freaking bath. Now, I think this
cloth could be like a sparkly fine looking
metal thing. I'm going to add a new fabric. Let's select a belt. Apply the fabric. And let's just go for like
a like a silvery color. So I'm going to just
do a greater than, so we can see a nice
line. There we go. So I've seen some
wedding dresses. Were they add a little bit of a metal thing just like
hanging on the hips. Looks very, very nice. We have the shipper. Yeah, we're in a really
good position, guys. Now it's time that we worked on the on the lace on the top. And I'm considering adding
loves, but I don't think so. I think this is a
better modern dress, so gloves might be
out of the question, but you probably have seen
this sort of like Laos where they only have one
little finger or something. I think we're just going
to work on the lease. We're just gonna do the
lace and we're gonna do the opening here on the back. So that's it for now, guys. Hang on tight and I'll see you back on the next one. Bye bye.
24. Lace: Hey guys, welcome to the
next part of our series. Do they were gonna continue with the lace part of our address. And that's a very simple one. So this is probably
gonna be the last one, the last part of this chapter. Yes, sorry, Let's get to it. And this is where we left off. As you can see, our
garments looking nice. And there's a couple
of things here on the, on the actual address
of that we need to take into consideration. First of all, there's this
open back on the back, of course, we have a neck
that's also important. We have a little
bit of neck piece that we have this
lays going from, as you can see from
the armpits back. It also goes all
the way back area and then he goes up
to the top right. So that's one of the
reasons why we also did not delete what we had before, like this sort of
base that we had. Again, if we take a look
at the, at the reference, you guys are gonna
see that we have this very nice open-air
cleavage on the front. And that's the first
thing that we're in. We're gonna start with, I'm gonna go here with
my polygon lines. We're gonna go to the
internal polygon lines. We're gonna go from here. I would say like about here, Let's make it round. And for probably like if we want to have a nice
curvature to about there. Let's hit Enter and
just double-click. Yes. So now that they see the line, I think it might be a
better idea to make sure it matches this apex point
on the character. So let's see if we can move it. So I'm going to again start at the center and it should
go to about there. There we go. That's a lot, a lot better. Now of course the
curvature is not perfect. I don't particularly like it. Delays will play
an important role. Unfortunately, I don't have this particular lays
out for you guys. We're actually gonna
be using one of the previous opacity
maps that we used. But let's modify the curvature so it looks a little bit nicer. I think something like
this. It looks okay. Now of course we're
going to sewing cut. And at this pattern, we delete, we don't
need it anymore. And this is what
we're going to have. Now, you can see that
now the Fed changes slightly because we don't
have as much support, but we do fix some of the
effects that we have here now one of the
things that changes and I don't like it is, and now we have
this sort of like Flappy edges here on the top. So how can we fix that? Well, we know that
this is extra fabric right here on this area. So it might be a good
idea to remove some of the fabric on this side and then just pushed
a curvature in. We could also try just
moving the curvature. Let's see if that works. I'm a little skeptical of
this is going to work or not. Based on my experience with yes. See that little
thing right there. That's a no-no. That's something that we want
to we want to work with. I didn't want to
add another dark. You can see that there's
no dots over there. So I don't want to
add another dark, but if I went to benefit or
changed the fiddle a bit, this point right here. Let's just transform
point segment. So this point right here, we need to move,
but I don't want to change any of the other things. So I'm gonna go again
to my internal lines. Go through internal polygons, see that little triangle
that we have right there, that could be our guide. We're going to go there
and there. Hit Enter. We're gonna select
that pattern cotton and delete these peace. Same for this one over here with our free sewing
tool because that piece, or this piece has
no sowing lines. We're going to show it to
the side that should push. As you can see, the
garment a little bit more and we'll get a
less of that effect. I still little bit too
much cleavage there. Again, the resolution is not going to really change the fact. We might want to
bring this point up, for instance, this point
bringing it a little bit up. It will also pull a
little bit and it should help with
the overall field. I still feel like what
their salt love it too much cloth there. We might need to,
now that we have this point that should be a
little bit easier to fix, we can wish, we could
just put, push that one. There we go. And as you can see, we
create the stretch in. There we go. That's a lot cleaner,
a lot nicer. Now the point here might not be now where
I want it to be. As you can see, I think I would prefer it to be closer to that, to the side of the character
like on this side. And it's a little bit closer in. So now that we have this, it might not be a valid here
to grab all of this points. Since this points and just push them out a little bit more. Let's move that out, out. That way we can move
this in a little bit. And then it should be
a little bit better. I mean, I think it does. It is going to look quite nice. It's a very again
form fitting thing. Now, at this point right here, we don't want that
as you can see this. We're going to have the neck. So I would suggest that we have a square point right there. I'm going to add another
curve point where they're just enter and then edit or
transformed at kryptonite. Points blind. There we go. Transform the
point. There we go. We're gonna meet this straight
and we're gonna segment. So this to this. There we go. Now this definitely
needs a little bit more particle distance. So just to work on
this one for now, I'm just gonna change this
to a ten particle distance. It's going to give
us a nicer for me. There we go. Now, on the back here, again, following the reference,
you're gonna see that the only difference
is that we have the neck line and then
we have this open thing. What's that? It's a dart. It's just the dark, but
it's an O1 enclosed starts. So we're not gonna
show in that dark. So we're gonna go over here. We're gonna go to
Add Point spline. Let's add a point right there. Then we're going to
transform the segment. Move this out for
a little bit more, right-click and just
make this a curve point. Convert to grip point. On the solid line
that we used to have, we are going to lead it. So there's not gonna be
any more as sowing lines. I'm not going to simulate
job because if we simulate all of these
things is going to fall. And of course that's not
something that we want. Now, let's get the
segment length for the, for this thing right
here, which is 84. And on this front
part we have a 113.6, so that gives us 98. Let's grab a rectangle. It's gonna be a 198. And it's not gonna
be super long. So it's probably gonna
be like 20 milliliters or maybe 30 millimeters heat. Okay. Let's assign at the fabric the same sort of like laced
fabric to this thing. There we go. We can show the arrangement
points of her character. Select this guy. Let's go to the front there. Perfect. We need to unfold. Let's let this guy
and get it there. Perfect. Of course we saw one
side to the other. Then with our free sewing tool, we're gonna go from the center. We're gonna go from the center, out from the center, out. There. We go from
the center, out. From the center, out. Then from the back center
in from the back center in from the back center
in from the rec center. We see me late. We're gonna get our neck a little bit too long. As you can see here. It's way more. I is fitting the, what's the word, the base of
the element that we have. But it's too long
on the upper side. So this is where we're gonna have to
switch things around. So I'm going to grab
this upper points and then transform them. Double-click on
the center point. And let's make this smaller. I want to eat closest. It's closer to the character. Now of course, as
you might imagine, this curves, we need to change
this thing a little bit. So the colored afloat, I mean, it doesn't look
bad to be honest. It looks interesting. It keeps it flattened nice on the front. But over here it looks
a little bit weird. So we want to change that. That means that we need
more volume on the back, like we've talked
about this before. So we're probably going to
change this, move this up. This is getting me more
volume on the front. Of course I know that. What I'm gonna do actually, I'm gonna grab this three
points, bring them. Then grab this point
and bring it down. Now we're going to have
more cloth on the back. What we have in the front seat so we can keep the front clean. The back a little
bit nicer as well. Now of course, to make
this thing even nicer, we can convert this
to a curve point. That window friends
gonna be curved. And then a back here again, just to make it curve, we might want to push this thing's still too
much, too much plot. So now we're going to
have to keep it in. That looks a lot better. There we go. So sharper. Look here. Nice look over here
for It's gonna be a little bit wider here. We
can change everything. Remember, at any
point we can just start playing around
with elements. And we definitely need to
tense this up as well. So we're going to go to
our free sewing tool. And on the back part right here, we're going to start from
here, or actually, let's, so from here to here, from here to here, from here to here, or
the Cyprus to there. So now the whole lace as nicely, nicely laid out prior effect. Whenever lasers left like this, you're
going to have this. It's very difficult
unless it's really, really form fitting or unless we had a couple of dots
here and there, it's gonna be very difficult to make sure that the ice flows very nicely because lace
is very, very loose. It doesn't have a lot of support because of all of the holes. So don't worry too
much about that. Now, this is the
detail that I really like because you can
see it goes from again, from the sort of
like the armpit up. And he doesn't cover
the whole thing. It doesn't go all
the way to the side. So following this bothers again, right here, I'm gonna grab
my internal polygon line. Let us go to the armpit. We're just gonna be
this point right here. We're going to
create a curve going out about their nicer, the shoulders are gonna
be a lot cleaner, I would say right-click cut. And so we select
that guy, delete. There we go, like
that guy and delete, nicer and nicer back as well. Like pointy and right there, I don't think it's
that much of an issue, but if you want to
soften it up, well, of course we're going to have
to go to this points and just play with them a little
bit and move them around. Now one thing, as
you can see here that looks really, really weird. This is the fact that
this thing is not like it's stopping right there. So easiest way to find the perfect point is we're going to select that
this segment right here. As you can see, it's 58.7. We go to the front part, like this one,
Right-click split, split by length 58.7 and hit. Okay. We should have, I think it's
the other yeah, thanks. The other way around. So
select this guy again, split by length 58.7. I can't see the point. That's weird. I'm just going to
change this to reverse. There we go. Okay? So now we have the
point right there. We go to our intern
polygon lines. We go there. I don't like the flow
that we have there, so it's just a matter
of luck finding a nice mathematical curve that flows into the
body like this one. We want to, want the shapes
to be nice and clean. Now we select the pattern
right-click cotton. So if it's failing to cut
the pattern for some reason, that might be because it's
not going to be boarders. We can select the line, right-click, extend
treatment that point to pattern outline. Just be very careful here that we are actually
going to parallel. It seems like we are now called. And so that's really weird. Selecting something
that we shouldn't. Let us try just calling
filter custom patterns, principles and our host intersecting hottest,
really weird. Let's try extended trim
to parent outline, strength training that
point to turn a line like just click everything
and see if that works. Nope, it's not working. Okay, so another
thing we could do is we could just keep the
thing and add it like, I don't know opacity 0 material,
but that's really weird. I'm really curious why
that's not working. Let's just delete it.
Let's do it again. From there. I'm going to try and
go to the black point. There we go. I don't love this curve, so let's change it. There we go. Sharper,
sharper curve. Now technically, technically,
there should be working. Really weird. Let me turn off the lights, blinking, light, anything, maybe that's
what's causing it. I will be really
surprised that that okay. It's really surprising that that's what's causing the issue. But whatever, just
delete the life leaking. Again. That's really weird because it worked on the
other one is not enough. It's not working
on this one. Wow. I'm not sure whether this I
really don't know what it is, but I mean, worst thing, worst-case scenario
would just control C, Control R. So this is back to the other side and then just
rebuild our sewing stride. So it's not, it's not
the end of the world. Let's do free soloing over here. What's the distance
that's in the sidebar, this from here to here, from here to here. Am I right? No, it actually
goes into the other piece. That's going to be
from here to here, and from here there. Then this last
little triangle goes to the phase one right
here at the other one. Right? Yes. Now of course, this
segment right here, it goes to this other
segment right there. And the color, you're
seeing, the color. This segment right here. It goes to the segment. Cool. Now, wait, no, my bad. Something changed shear strength to go somewhere where it's
not supposed to be going? Yeah, because it's
doing the second note, my bad again, free sewing. We're gonna go from the center, back, from the sensor.
Back. There we go. Now it should work. Perfect. And that's it. We have our nice
wedding dress now here, one thing that
looks kind of ugly, if you ask me is the Brock. I know that for this
kind of dresses, especially with a really
high coverage link, this one, local average. In this case, women
would wear out, not brought sometimes
it's just like a really soft brown
on the bottom side. That's it's part of the site. What we can do here, of
course, is turned off the avatar. And there we go. We have this very nice effect. Now of course, a
fabric is not gonna be black, it's not gonna be black. Let's go for a soft gold color. I think this is gonna
look interesting. It's like a pale gold. Again, as this type of making sure that all of
the story clicks together. We can go into the opacity, add an opacity map, and we can use the same opacity map
we use on the Red Dress. Remember this one, the Alpha. So it's kind of like
important the fact that that it's the same pattern that she wore on the
dad special night. Maybe that was a night where she got the raining or
something. I don't know. You can you can of course embed the story that you want and that's gonna be part of
the storytelling process. Let's just go here to the
texture graphic unless maybe increase the It's over here. We're going to go through the
fabric on the opacity map. Let's change the transformation. Let's make this smaller, like a 20, actually bigger. Let's go to like two hundred, two hundred, a little bit too
much. Let's go half that. 100th. 100th adds a little bit better. There we go guys. We finished our very nice wedding
dress or following one of the patterns and
doing our own stuff, like adding our own
stuff. We have a zipper. We created this whole course set and of course at that skirt, This is it guys, this is
the end of chapter four. And as I've mentioned
throughout the chapter, one of the most important
things about or for me to show you guys is how, how easy or flexible it is to work with
patterns sometimes, but how tricky could also be. And it's important that you
understand all the tools that we have to do with patterns so that we can create more
interesting stuff from that one is probably that we're not going to use
as many patterns. We might use a couple of ones, but we're gonna be
doing a lot more like free sewing with
some more exercises. So yeah, hang on tight and I'll see you back
on the next one. Bye bye.
25. Importing Custom Avatar: Hey guys, welcome back to
the next part of our series. Today we're gonna start
with chapter five, and this is gonna be
our last chapter. I was thinking about having
multiple chapters for this final Bart and then
combining everything at the end. But I thought it was
gonna be a little bit easier and more, more easy to understand if we just keep everything
in the same piece. Chapter, this chapter
we're going to be focusing on the final
project of our course. And we're gonna be grabbing
a custom avatar and we're gonna be creating
the whole uniform for him. A long time ago,
not so long ago, but a while ago I did this
character for another class, another place that we're
gonna be using him. He's an AC rock. It's kinda like
an alien species, kind of amphibious species. And he has human-like
proportions. So we're gonna be
using him as a base. And what's important
about this as well. I'm thinking about the
story where this guy is part of an alien race. If you can imagine that we have made contact with and
he's now a training. We'd like the army, like
let's call the earth Army. And this guy says army
are now combined. They're going through bootcamp at the same time as we are. So he's going to be the main
character of the movie, the series or the
game or whatever. And I felt it would be
quite nice and quite funny to have him be dressed up as a soldier just like a
normal traditional shoulder. So here's some reference of
what we're gonna be doing. The first thing
we're gonna be doing ASA pants like technical pens. Then we're gonna do some
things on the top as well. And we're going to dress
him just like as if there was a soldier going
again through bootcamp. So today we're gonna be focusing on how to
import this guy here instead the
formulas assignor so that we can start
working on him. It's actually super sweet file, I'm sorry, import OBJ. And we're going to
unpack this guy which is 100 probably files accurate
clean version too, just to give you an open and a couple of things that
we need to change here. First, I'm going to make
sure that automatically add the arrangement point
is set up to on. For this to properly work, your characters should be
in T posts or in a post. Now, I'm gonna be
honest with you, it never works perfectly. It just gives you a
starting point and I'm gonna be showing you
throughout this video how to adjust it so that we get something closer
to what we would expect to have whenever we're working with other
kinds of characters. So I like the avatars
inside of here. Now I am going to say the
scale also very important to make sure that the
scale is set up to the proper scale that you did. This guy is setup to
real-world scale. And I did this guy in Maya, centimeters is the way to go. That's it. Just hit. Okay, and there we go. The character is inside. The collision volumes are
properly working like he's gonna react to all of the clothing pieces
perfectly fine. I'm gonna grab this guy. I'm just going to bring him up. If it goes in. He was going or what's going a little
bit through the floor. Now, he's perfectly,
perfectly ready. Now, if we were to go here to the arrangement points and we showed the range from points. You can see that
it's not bad, right? Like the arrangement
bonds are actually quite close to the character. But there might be a couple of things that we might change. The way to see this as if we see not the arrangement points
with the bounding volumes. There we go. So
again, it's not bad. We got close to it, at least like the
chess pieces are here, the head is there, the arms almost there. But there will be
better if we could just modify this a little bit. So I'm gonna go to
the avatar menu. We're going to go to
the arbitrary editor. And here's where we
change all of the things. As you can see, this is the
decisive, the avatar body. Actually, I don't think
I've mentioned this before. Let me do a quick quick. What's the word
parenthesis here? Because it's actually
a very important. Let's bring Camille,
Rockwell or Camila. The apertures that
are provided here by what's the word by
marvelous designer. You can actually change them like let's say you're
working with a character. You wanted to do like
real life or garments, and you have the measurements of someone, you can change this. So for instance,
if I say, I don't know what's gonna be
the really extreme, but if I say 500, you can see how the, how
the next change. So if you have the proper
measurements of someone, you can change all of
these things right here, the boss, the height, the nag, the hips, legs, like everything. Everything can be changing here. We didn't do anything or we didn't need to use
any of this for all of the governments that we've
created so far because we're just following a
standard procedure. But it's a really cool option. So let's just go here, avatar, Albatross, and
we'll go back again. File import, OBJ, this guy,
everything selected, hit. Okay? And there we go. Just push this guy up. There we go. Now we're gonna go back into the avatar editor right here. And we're gonna go to
the arrangement points, which is this one right here. Now, this elements are
here, this are the boards, and the boards are the green
things that you're seeing where the attains attachment
points are gonna be placed. Now I don't want to mess up
with the attachment points. I think they're
doing it properly, that they're working fine. I went to mess up with
this thing a little bit. So as you can see, we have a
skirt right and sqrt left. Do we really need those? No, we're not going
to be using skirts, so you can just supreme and, or delete and that's
it, they're gone. I also don't think we
need a head head head, right and left because
we're not going to be doing anything and we might
need this one right here, the head vertical
up because maybe, maybe he would want to add like a hat or something
out of it over here. I don't think so to be honest. But if you want, of course
we could we could do it. Now, what I'm gonna do is I'm going to start
moving some of this things. For instance, this is the
body left and body right. I'm gonna select both
and just move them down. Let's move that. That's probably right. And
that's body left. That way. It's gonna look a little
bit closer to what we used to have on our avatars. Let's go, for instance,
now to the wrists. And I mean they're not wrong. I'm actually I liked
to do the arms first. I'm gonna go to the right arm. First thing is I'm going
to move it into position. You can try this option
which is square feet to our Terp, doesn't
always work. This is this thing right here. It really doesn't work. And another thing that's a
little bit annoying is that you have to do this
for both elements. So what do I mean by
elements is if you do it on, once I do need to
do it on the other. As you can see here, the
risk is way, way too thin. So here are the length.
I'm gonna change this, I'm gonna say like 8080. And that way the risk becomes a little bit like, nicer right? Now. We should be able to places
where it's supposed to. So now I know that AD is
probably the proper number. And again, it doesn't have
to be perfect because the simulation is going
to be taking a lot of, it's going to take
care of everything. For instance, the arm. Let's go with one
hundred and fifty and one hundred and fifty. There we go. The
most important ones are the attention
points at the top. I would say we've
seen that before. So something like that. And definitely
closer to the body. Something like that. As long as the points
are outside of the body, that should make it a
little bit easier for us. That's the same thing over here. So we now found that the
proper this, this is 150. Just a matter of getting this close as possible to the other one like us
as equal as possible. These are the shoulders, so I'm just going to bring
the shoulder down here for this one. And of course, since
this is an alien, its strength fine like other
things that of course, don't match the character. You bring any character tried to bring the
character, of course, in a sort of low poly version, this is relatively high,
but not super, super high. Let's go to the neck. It's right there instead
of the character. So I'm gonna change
this to two hundred. Two hundred. That would be important, I would say because it could
be the color for this one. So we know that the
magic number was two hundred and two hundred. We just tried to bring it
exactly the same point. Then you go, as you can see, things are looking a
little bit better. I'm going to go with my legs. You can see that the
leg is like a full leg, like starting to do
the full, full leg. Which again not the
end of the world. Probably going to go little
bit higher on the high. That's fine. It's
this one right here. It's it's kind of like like
oval shape as you can see. I'm just going to push the
x-axis a little bit more. Let's say 300. That's
the other axis. Sorry, Let's go here. Let's go to 15, I think it was and then 200. There we go. That's
a little bit better. Let's go 100 here and just push it to the
side. There we go. So now our avatar is ready. Now you can see it's going
a little bit farther out. It's fine. It's not gonna be the
end of the world. We also have the ankles which
are pretty nicely position. I think it's just moving
them up is more than enough. There we go. After that's done, of
course, we need to save. Let's save S avatar. Here on the chapter five, I'm gonna call this act rock. So technically what
this should do is if we were to say,
for instance, avatar, delete all avatars
and we say File, Import or open avatar. We can open this avatar. And all of the arrangement
points that we have should be exactly
where we left her. Very important, very important to save your avatar
because other words, remember sometimes when
we opened the garments, the avatar is not there. So then if we re-import the OBJ, we're not going to have this. Now of course, another
thing you can do, and this is quite funny, but it's totally,
totally doable. We can navigate to the
paths of this things. If you right-click
and copy the path, let me open a new window. Let's now we get
here. It's usually going to be here on
the public documents. It's user's public, public documents wherever
the center assets, Avatar, avatar, we have this. I can create a new folder called us, for instance, aliens. And then inside of this aliens, I'm just going to
Control C and Control V. This guy. Let's say again, I will try to delete all
arbitrage and then we go here. We're going to have
the aliens folder and you just double-click,
and there you go. Your arbitrary is inside. You can imagine if you're
working, for instance, on a project that
has going to have multiple characters
and you're gonna be doing multiple garment
pieces are outfits for them. You're probably going
to have this sort of thing where you're gonna be changing this guy like multiple times and you're
gonna be like bringing him several times since it's just a lot easier to have
it on your library, which by the way, you can
do this with everything. So it's extra
garments, everything. Did you save it on that file
path that I showed you in? That's it. Cool. Now let's do a test.
Let's do a quick test. Before we finish this
video, let's go to our garments and
let's say we want to add a basic t-shirt. I'm just gonna say
that hit Okay. And there we go. That's shirts there. Now we
can't really use all of it. I know we normally use
this option right here, which is the the
olive fitting tool. But if it's not gonna work because it's not
properly calibrated. So that's why our wrench and
points are so important. So I'm just going to hit
my arrangement points. So like this guy, go
like there is fine, and then select
this guy's there, it's fine. Like this guy. Go there. And do we
have to pattern? It looks like we
have two patterns. Yeah. I think we reported
the thing twice. Okay. Let me just real quick. Let's find out. Do you want to save? No, there we go. So again, just like this guy, we have live life
thing turned on. So if we fit
something somewhere, it's going to do on
the opposite side. Knows that's one of
the cool things. Even if we didn't manage to
properly line up things, it knows that the other
one is a mirror image, even if it's not
perfectly mirrored. There we go, simulate. And our character has
a shirt, of course, going to have a little
bit of overlap here and they're relatively
normal, but that's it. Our character is now wearing
a very, very cool shirt. Now one thing I
want to do is I'm going to select the character, and I'm gonna go
here to the color, and he's supposed to be blue. So I'm gonna change
this color to blue. Probably like a, like
a nice dark blue. There we go, just so that we
can see a different color from the basic white garments
that we normally use. If you had, like
if this character didn't have view thems and
you have a single texture, you could just
like the character go heater, a texture maps. And in the same way that we
did the texture chapter, you could just plug in
all of the textures to get him ready. Yeah, that's pretty
much it guys. This, for this first video
of this new chapter. In the next one, we're gonna
start working on the plants. So hang on tight and I'll see
you back on the next one. Bye bye.
26. Pants Block In: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the final project, the final part of
the carbon creation. We're still gonna
have more content. There's another extra
chapter, chapter number six, which is gonna be the
chapter dedicated to bringing the clots
out of other firm, marvelous designer and into
other softwares such as maya, Blender and marmoset to create some nice
renders over there. This is the character
I lived in the avatar. We already have the
arrangement points. So now let's get to work. We're gonna go here to
the government section. I'm gonna select the spans
and just get them in there. Now the most important
thing when you want things to fit and
not collide as much, try to get the lowest point. In this case, the the ankle
to be inside of the volume, it's a lot easier
to bring this up, like bigger parts on the top
instead of the character. Then to do the same thing for the ankle due to the collisions. If we do this and we
simulate, as you can see, the officer or not where
they're supposed to be visited. Very easy to just pushes
out and there we go. Now, one thing that I
know this and you're gonna be noticing this as
well on your projects. Is that due to the way
I built this character, he seems to be linear
a little bit forward. He's pushing his butt back. We're going to have to
tailor our suits or are the garments to
this type of body. So as you can see back
here, for instance, I will definitely like
to have a little bit less like a cloth or
less amount of clothing. I'm going to go into my, it transformed points, segment. Grab this guy and just
push it in a little bit. That's going to of
course make it a lot smoother closer
to the character. There's always going to be
a gap where the way I'm not sure if we've talked
about this governance, but it's straight
here on the team. Thinks on the model itself. Might be the skin off, so thing, we can reduce that or
in the Cloud as well. There's another option here. Here, the thickness
collision that we can bring this thing lower and lower, and it should work a
little bit better. However, I think for this, especially for games and stuff,
tends to look quite fine. Let's add the belt. He already has this thing going above the line where I
would like the bell to go. I do still think this
a little bit too low. So let's bring this up. There we go. Not the only problem
is we're getting a little bit of extra
elements, right? There are like start cloth. We might need to again
grab this point, keep it high but make
it smaller over here. So when we do this there we
go a lot tighter overall. The high point, we might
need to convert it into a princesses or something bad and
think it's necessary. Let's just go over there.
Now what I'm gonna do is I am going to grab all
of the segment points, the top segments of the pants. So that guy, that guy. And we're going to
right-click again, right-click and we're gonna
say offset as internal line. And I'm gonna say
60 millimeters. So that's sort of a thick belt that he's gonna have right here. And that's it. That's going to be
the line for my belt. If you want, you can
cut and sew deadline. No problem there. I think it might look good, so let's cut and
so it's gonna give us a little bit of fun of
an indentation right there. Now, usually for instance, on the sides of the pan. So if you're wearing
jeans right now, I I invite you to look down and see it usually on the
sites of the pants. We have this a very
little thin line that that creates like
a nice little border. And I think I want to add
this on this paths as well. So I'm gonna grab the outer
edge on the front pounds. So this front panel, so outer
edge of the front panel. Let's garden So this because I don't want the line
to go into the belt. So that's why it's a good
idea to cut the elements. And I'm going to select
this line right here. Again, I'm going to
offer this internal life tends to be really small, so I'm gonna go ten
millimeters and hit Okay, it's going to give me a nice
little effect right there. Now. I'm not gonna, I'm not
gonna, what's the word? I'm not going to I
don't want to oh, my God, my mind just got completely completely frozen
or it froze completely. I don't want to call it this.
I wanted to keep this thing here because we're going to
be sewing on top of this. I just wanted to
strip, I want to get the strip out of this piece. So what I'm gonna do instead
is I'm going to Control C, Control B, this guy. And then on this new guy, I am going to cut this piece.
Here, we're gonna cut. And so that way we could just delete
this piece right here. There we go. And we have this
very nice thin line right here on the side
of the character. Now, if it has any, any sewing, which I don't think
it does right now, you need to delete them to
make sure that this does not create any problems. I'm going to Control C,
Control R. Bring it over here, select one, select the
other right-click. And we're going to symmetric
pattern with sewing. And now we're gonna
show this thing with segments sewing and back to the little line
that we have here. Actually, instead of that, we're going to use a free
sewing from there to there, from there to there. Then from there there there there there some of you might be
wondering why did not, why wouldn't we use something
like what's the word? Like a clone overclocking under, we might get a different result. I prefer using this method
for this particular element. And again, we'd go side. We go perfect. Now when we add,
now, as you can see, the little lines are all the way down here and
it might create some issues with the simulation. One very quick thing
you can do is you can just select this guy right here. Like select this guy right here, and then select a ****. So like this one and say Align. Then, sorry, it's not, it's not a line, it's there. Where is it? Superimposed over
and superimposed on there? I'm just going to
bring this thing. That's fine in this case. Let's make it easier. Just hold this thing up here. This thing up here. Now when we simulate
that little like an extra band is gonna
be sewn into that piece. Now, as we know, this two bands are going to need a lot more particle density. So we're going to
bring this all the way down to like five. Because otherwise we're
not going to get enough, enough detail and now
see how we get that nasal like puffy
lying on the side. It's going to make our bands
look at Rayleigh really, really cool now, you
could add one of those on the inside
as well if you want. I think I'm just going to
keep mine on the outside, but I would like to add it on the lower part of
the belt though. I'm going to grab the belt
and we can sew it together. That will be an option. Pondering whether that's
a good idea or not. Now let's keep it
like this for now. I think we're going to add
it on the, on the top. Instead. I'm going to go into
this guys right here. Again, select the upper edges, right-click after
this internal line. Ten millimeters is
fine. There we go. Now, this one, this one I'm actually going to call
them, so right-click codon. So now for this one, just so you guys
see the difference, we're going to use
the clone over, under, Right-click clone
over layer clone over. Of course, when we do that, right-click layer clone
over, when we do that, what's gonna happen is they're gonna be puffing out a
little bit more as well. Because we're gonna get that
nice little symbol there. Important thing to do as well. Grab all of those guys. The new ones. Right-click. Wait, are we missing one yet? Where do you see why here? Learner club over. There we go. Grab all of them and lowered the
particle distance again to like a
five or something. When we simulate, we get that nice puffy
effect on the border. Yeah, that's, that's the first That's the first little detail. Now, another detail that
I would like to add here on the pants is
usually in male pants. You're gonna have
the separate right. Let me show you here. So it's this sort of like a zipper and stitching
that we have here and walk when we go to
the bathroom instead of pulling our pants
all the way down, especially when we're pin, which is P through that we'll soon hold
that we have there. Now, the whole, as you can
see that they're usually extends a little bit farther to the side, as
you can see here. So the zipper is usually
hidden in-between those lines. So there's like an
internal line over here. I'm gonna do a little
bit more like genes. So we're gonna have the
shape on the outside, so on this part right here. And we're gonna do
the same thing. So I'm gonna go
here internal line. Let's go look about their
control under this. Go. Like they're just hit
Enter there we go. Probably need to move that
point a little bit more. I'm gonna go to
transform point segment. Let's that point out
a little bit more. There we go. So this side
looks really, really nice. Same trick that we did before. I'm just going to copy and paste this thing like that
internal line codon. So that's gonna give us
a little shape here. This guy going to bring
it to about this area. We're going to use
a free sewing. So this thing that air while living the
little gap on the front. There we go. I'm just going to leave
a little gap there, kinda open right now
it's it's quite open. We'd like to make it a
little bit less open, to be honest, I'm gonna
use my transform point. And let's see if we can make
this a little bit shorter. That's going to, of
course, straighten it up. There we go. That's a little bit better. Now it looks a little
bit too straight. But maybe if we give it a
little more particle distance will look a little
bit better as well. It looks a little bit.
The cool thing about this is we can actually grab
this line right here, the curvature and just
push it a little bit out. So they kinda goes over
to the other side. That way we save a little bit. So you can see
that the stitching that I'm going to turn
off internal lines. We can appreciate
that the cutoff, the elements a little bit more. I think now this is a
little bit too low. So again, I'm going to go to my Transform point segment, and
let's actually too high. So I'm gonna bring this down
and bring this down as well. There we go, Much, much better. Now again, if we
check the reference, there's usually a seem right there on the inset
of this thing. So I'm gonna grab this guy. I am going to again after this
internal line, this case, I think we can go a
little bit smaller, so like a six millimeters hit. Okay. Then we're gonna call them. So the line, this one, we're going to layer over that. We get that again, that little
puffy shape right there. See, cool, right? Not bad, not bad for this, for
this first section. Now, pockets, I'm
gonna do pockets, the side pockets for now. As you can see, we have this side buckets
and this side pockets are sown in the insulin into
the inside of the pens. We're gonna be doing
this pockets on the next video, which
are a little bit more. I wouldn't say difficult, but
they're slightly different. But we need to do
this pockets first. So the pockets, as we know, are gonna go roughly
are usually from the belt binds to this
side seam right here. We're going to use,
we're going to do something very similar here. I am going to create
with my internal line. Let's say. I'm going to say from
there I'm going to want to have like very
straight buckets, like military style, Something
something like this. Going to stop on the
seam right there. There we go. Yeah, Those look cool. Now I do think I'm
going to change the curvature now that I see it, I'm going to give it a
little bit more curvature because I do want them to
be a little bit bigger. They did seemed to be
slightly smaller right there. Let's go again interference
from point segment and just move the segment
up. There we go. That's a lot a lot closer
to what I would expect. Yeah, that's gonna be
my internal light. Now, this internal light, we actually do need to
do something about it. Here's what you're gonna
have to the site, though. I want this character to be able to put his hands
on the buckets, or do we just want the
pockets for decoration? I think this ones we're
gonna leave for decoration. If you wanted to
build the inside of the brackets. Just
think about this. We need to create
another layer on the inside and then make sure that everything
is sewn together. So you can imagine
that if I were to create a polygon
shape right here, will have to create the pocket. And then so this bucket to
the backside of this thing, then we will have
the internal pocket. I don't think we need
that right now for this internal for the shoulder. I think we're just going
to add the little line there to make it seem
like there's a pocket, even though we don't
have anything. Grab this guy, right-click
and we're going to extend trim tool pattern outline to make sure that we hit
the pattern outline. And I'm going to grab this line right-click
and we're going to offset this internal
line or right-click. Well not okay. I think we're gonna
have to cut this piece out. Right-click codon. So there we go. So the pockets and out, out on both sides, this
will be the bucket. So again, this is the thing
that we would need to extend. We need to extend this and
create a little pocket there. I don't think we want
to do it right now. Let's go to the pattern. Grab this line,
right-click and again, officer, this
internal, There we go. Now this one we will go
ten millimeters heat. Okay? And that's the line
of the bucket that's getting built into the element. What else can we do here? Yeah, officer that, so again, Control C, Control B. Going
to bring it down here. Sorry, sorry, sorry,
sorry, my bad. Getting this stuff mixed up. We're here. We got the second again
right-click codon. And this little piece
that we have here, Let's move a couple
of things around. A little bit more space.
You can see we're gonna have to do
the same thing over here because they're not linked. So this guy cut and sew. It is God's perfect. Okay, so just grab both of them. Right-click. Layer over. Let's keep them close. And again, we're just going to start moving some
patterns around too, to keep our workspace organized
and know which one is, which one is down, because
that's the problem. We're going to have a lot of little things here and there. But that's exactly
what's going to give us this sort of effect. There we go. So as you can see, we have that and of course, we select the upper ones. We only need to select
the upper ones. We don't need to change
the particle densities on the lower ones
because not gonna, we're not gonna be seeing them. And we're going to hit simulate. It's going to pop them
out a little bit. And again, it's
going to simulate the fact that we have
pockets over there. And yeah, that's
pretty much it, guys. I'm gonna stop
right here for now. And in the next one we're
gonna be talking about the, the other types of pockets that the boxes are shown into
the, into the character. So hang on tight and I'll see
you back on the next one. Bye bye.
27. Pockets: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with pockets and the packets are fun. We're gonna go back actually
do talking about please if you remember them from a
couple of chapters ago. So let's take a look at
the reference real quick. Oh my God, I hidden you
like Windows thing. It makes something weird. As you can see
here on the top we have the store like
a Velcro pockets. It's another button, this
is more like velcro. And they have a, a plate here on the inside. So this is something
called a box bleed. And they box bleed comes from combining two
knife, please. So if you guys remember
our plead session, we mentioned that if
you have a piece of fabric and you fold
it and then continue. So three sections like this. It's first section,
second section, and then third section. And of course you, so this guy's together and these
guys together, that creates something called
a knife, knife belief. And if you combine a lot of
this knife bleeds, well, you get the pleated skirt
similar to what we did before. Now, if you were to grab
this thing in the mirror, it to the other side, you will get this thing
which is called a box bleed. It follows the same rules. It's the same basic thing
that we're gonna be doing. It's just
called a boxplot. So that's what we need to do. We need to create the pocket
and then we're gonna do a buck split here on both sides. The good thing is that
this guys are symmetrical. So if we grab our
internal rectangle shape, Let's add it right here. We're going to
create a box pocket that seems about right. Let me just position
it a little bit lower. Just grabbed the sections here. Go to my transform
point segment. There we go. Double-click,
there we go. So I would say
right about there, maybe a little bit
more like horizontal. And yeah, that's, that's
gonna be our box bucket. So I'm going to
select the pattern right-click and we're going
to clone this pattern. Let's move it down
here for a second. Now, of course right now is
gonna be all the way up here, which we're going
to have to move. I'm actually gonna start
moving it already. If you guys remember when
we were doing please. When you do a plead, you need again three sections. The three sections are super,
super, super important. So we need to create our boxplot from this
section right here. Now, I don't want to
do the whole section because if I did
a whole section, then the police is gonna
be like super, super long. It's gonna be like a
super huge pocket. So I'm gonna go here
to my Add Point. Splines are actually
just select this. We're going to split
this thing in half. So split, split. Let's do one, okay? Then we can just do
internal line. There we go. Of course, codon, and we
delete one of these pieces. Now from this new piece, we're gonna extend offset
as pattern outline. We're going to
extend our pleats. Here. We're going to decide
how wide we want to go. I think we're gonna go
with ten millimeters now, probably little bit more. Let's go 20 millimeters. I'm
going to say 20 millimeters. We're going to create
internal light. And of course we're gonna do a couple of more like this. Three very important, super, super important that this piece right here, this first species, only half of the pocket, okay, do not go further or
higher because then when we saw it back to the
square root, we have there. Things are gonna be looking
really, really weird. So I'm going to
grab this line now, right-click and we're going
to unfold, of course, and this is going
to create depletes. This big centerpiece is
going to go back in space. And then this things are
gonna fold on front of it. And we're gonna
show all the things together should be
fairly logical, but it is a couple of steps
that we need to follow. Now one of the good things about this is if we do this once, we can repeat this pockets
as many times as we need so that we're gonna
use our pleats tool. We're not going to be
folding this by hand, so we're just going
to run the clauses double-click and we're going
to select a box bleed. Now there's a couple
of things that we need to take into consideration. First, how many lines do
we have for each split? You might think, well,
it's three for plead. No, it's two per pleat. So we're gonna
change this to two. So we're gonna have two
per, per, per, per pleat. Then we need to select a which one's gonna
be an inside fold, in which one's gonna
be an outside folder we wanted to plead to be on the outside of the element or we wanted to plead
to be on the inside. In this case, I wanted this
to be on the insights. So as you can see, by
default is going to try to create the plate
towards the outside. You can see that the outside
folds is gonna be red. This one right here.
And we don't want that. We want the reverse direction. There we go. Actually not to think of it. We're, we're, we're
falling here where the tooth let me just make
sure that we're right there. Bucks, please. And yeah, and we're
gonna hit OK. Working. Let me try that again
because it looked weird. We should have the red lines on the other side. So
this is a boxplot. Again. We reversed the direction
because we want the outside fold to
be on the outside. And let's hit Okay, now I'm
going to right-click here and to make the splits
fold a little bit nicer, we're going to
remove the gravity. You can of course,
lead this flow freely, but my, in my experience, it's a little better if we
just turn off the gravity. I'm also going to select
everything here, like the pants. I'm just gonna Control K to freeze them. Now if we simulate, you're gonna see that bloop, we get the belief that
the blue is looking nice. We're getting more distanced on, I thought we're
gonna get though, which is a little bit of weird, should be getting only
like half the distance. Let me go back a
couple of steps here. Let's go here again. And let's again often
this pattern of Scotland, Let's do two segments
instead of three hit. Okay? Now we're going to unfold. There we go. Now it looks a
little bit better. Let's try this again. So pleats fooled, double-click, box pleat, reverse direction. Two segments. There we go. That's what I want to
external lines and then, then the internal
light and hit okay. Now again, if we simulate group, we get that nice little
Fulbright there. Again, I'm going to grab
the whole pants and we're gonna Control K to
freeze them. There we go. This is a pleat, as you can see, the bleed this as like behaving the way I expect
to plead to behave. We're getting this is
a very nice effect, but we need to change
some of the sowing lines. So we're gonna go here,
two segments sewing and we're going to sort this
line to this line, see that? And then we're going to solve
this line to this line. Same thing on the bottom
side of this line, to this line, this
line to this line, as you can see, it's
to the outer edge. Very common to forget
about that one. Let me change this
simulation appropriate skin. There we go. Then this is the important part. We're going to use
a free sewing two. So this line to this line, we need to do the, the
external line as well. Let me try that again. From here to there. There we go. From the bleed in and
from the bleed out, from the plate in, from the plead out, from the police in
from the plea out. Perfect. Now when we simulate that, then this is where we get. And as you can see it, we
get this very nice effect. You might need to increase
the particle distance because it's this,
again small p. So let's do ten and
simulate it again. Just pinch, they're a
little bit free gravity so it's flowing all the way. But that's it.
That's gonna give us a nice little plead pocket. And of course it's
going to give us a little bit more
space on the inside. So that's what's gonna give us this sort of effect
that we have here, like the inner line
going on the pocket. Of course now we need to show in the pocket,
but we don't want to. I mean, we could
so in the pocket just asked is just like this. But if we do that, the problem is that
there's not gonna be a lot of room in
the pocket, right? So even though it
would be perfectly valid to just show this pocket into the square
shape right here. We're going to
extend the borders. So I'm gonna grab
this guy right here, this guy right here at
this guy right here, and this guy right here,
right-click and we're going to offset this
pattern outline. We only want one
section, of course. Here's where we're
going to decide how thick or thin we want
the pockets to be. I think 20 milliliters might
be a little bit too much. So I'm going to go back
to ten millimeters. So I just want a
little bit of room on the pockets and
going to hit Okay. Now the problem here is that at the sewing
is if you remember, we had some sewing lens
here on the inside, so we need to just
clean them up. I'm just going to delete
that one and that one on the top. It's fine. This ones on the bottom,
we need to rebuild. We're going to again go
to our free sewing tool. We're gonna go from deplete in and from the plane
out on the edge, on the astronaut on the
board there on the edge from deplete in and
from the police out. Perfect. Now of course, oh, actually, I messed up here. There's one option when
we offset the lines. One option that's called
corner like free corner. Right-click again offset as pattern outlet and this
one unfilled corner. There we go. And script battery life, or at 1234, Right-click
of the parameter. And it's this unfilled corner. Very important to
do that one because those are the corners that
we're gonna be sewing. That should be pretty
straightforward. We're just going to solo those two lines together
so that one and that one. Now here this one's be careful. Those are the ones that aren't
mess up because it tried to It's kind of like extrude the sewing lightning.
We don't want that. We want to keep
the starting line on the top border right there. So again, free sewing
from the police in, from the outer little blue dot. We know why that blue dot
is important. There we go. Now, one more thing here. This is something that we
haven't really talked about, but it's really,
really important. Every, every SIM wherever
reward there you have a referral you have will have something called
the full angle. So as you can see, this
has a fold angle of 180. The fault angle dictates where the line is
going to be going. In this case, since we
want the fault angle to be going back to create
the depth of the pocket. We're gonna be changing this
fault angled down to 0. Very important to do that. So now when we hit stimulate, you're gonna see that
we create this nice little box which
is gonna give us, well, of course, the
volume for the allotment. If we were to leave
the folding angle, add a hard and AD it's
just gonna be flat. It is gonna show them things, but he's gonna try to keep it smooth throughout the surface. And of course, if we go through 360 is going to fold
it to the other side. Again, if at any point you
need to switch the way your fault or any edge on
your under cuts is working. Make sure to select it and
change the fault angle. Very precise particular detail, but it's part of the part of the drill. Yeah, there we go. Now, of course,
what I'm gonna do here, I'm going
to say Control C, Control R to mirror paste
another pocket on this side. And we're going to
live link them, are linked to anything
I always say live link. Think about Maya, right-click and symmetric pattern
with toys. There we go. That's the thing that we wanted to keep the
pocket down here. We're going to show this,
of course, free soloing. We're going to sort
the board there. To the board of there. Then we're going to show in your other border to
the other border. Half of the pocket, half over the pocket. And the other half
of the pocket. The other half. So you have to plead doesn't
play any role in this thing. And that's why we had to keep the same half distance up the pocket when we were
building this otherwise, now that we're gonna
like so everything together, things wouldn't work. I'm gonna grab this
guy right here. I'm gonna click, right-click
and say superimposed over. And as you can see,
it's gonna try to, actually that didn't work. I want you to just move it to
where it's supposed to be. Let's just get them
as close as possible. I mean, since the
simulation is frozen on the bands shouldn't have
had that much of an issue. Let's simulate. And we have our two
front pockets are ready. There you go. Puffy nasal detail, a
little bit of depth. I know that here in the concept, you can't really tell whether or not there's
a lot of depth. It doesn't seem to
be a lot of that, but I think it would
be a nice addition to show you how to do the depth. Now remember at any point
you can just delete those little things and keep
them really pretty flat. I kind of like this sort
of effect right here. Now, as you can see
it, this guy's, they do have a couple
of stitches and stuff, so let's do them real quick. I'm gonna grab This guy is
right here, the square. I'm going to right-click
and I'm going to say after this internal line, that seems about right. So That's it. So eventually when we do the layer cone over and
give this thickness, those are all lines are
gonna give me a little bit more detailed on that
on the whole thing. Now for the flat on the top
right, and I don't want this, this sort of like a
bulk rho Velcro flap. We're gonna go here
to the Polygon Tool, polygon draw tool. We're going to start here. Let's go down. Then. I would say like about some of the
insights about there. And then out of the
45-degree angle, and then up there. Now if the points
are not aligned, we know that we
were strike click Align to point our x-axis. There we go, select this
line and the voltage. So that's gonna be my little
cover for the pockets. You can see we're going
to see a little bit of the corner there. That's fine. Something that we want to
keep in mind is that we need to have an internal
line, this wall. So actually, let me go back. Gonna be a lot easier
if we do it here. I'm going to go the internal
lines routes instead. The flub is gonna go there. About there, there, there, there, and there, there we go. Same deal. You can also unfold and
internal line, which is fine. And now we're going
to right-click this and we're going to call this pattern right there. Then this is the
pattern that we're gonna be working with. So as you can see
the pattern here, it has the Velcro thing. We're gonna be using
a pin to simulate the bulk up because it's not something that we're
gonna be seen. But you can see that
you can kind of visualize averse the
seam on the outside, which is important,
but also like the square squarish
velcro, velcro pack. I'm going to select
the whole thing. Right-click. Officer, that's internal
line. That seems about right. And then we're going to use
our internal rectangle tool. Let's create a nice
little rectangle there and move it center. There we go. So it simulates the
bulk tap, right? Yeah, that's pretty much it. That's the little flap. So now the only
thing we need to do is I'm going to, first of all, control, Control C, Control R to copy the flop
on this side, like one. Look one. Right-click. Symmetric
pattern was sewing. There we go. We're gonna
free so or just segments. So actually that's free. So because we have 2
second end points, so free sewing from
1 to the other. From 1 to the other. Let's bring both
patterns up a little bit closer and that
simulate, That's it. How are little elements
right there now, you might say, hey,
you know what? It's looking, okay, but I
think that the patterns are a little bit too small
or they're too low. No problem which has grabbed this internal
pattern right here. We can make it bigger.
We're not bigger, but probably just like lower it. Because if we make it bigger,
we're gonna have to make the other flap bigger as well. Now if we want to do that, just make sure to grab both of them. Let's make them a
little bit bigger. That was just a
matter of making sure this thing is a line. There we go, and we
stimulate it again. And now the flip is
going to be a lower. Perfect. Now the little square thing, little square tab
is, wait a second. Why did that thing move? Let's go back. Something like we
didn't select, like we selected the internal shape
instead of the other one. So let's, I'm just
gonna move this down. There we go. So we seemingly it again. And there we go. So the little, a little
flub is gonna be up. Now let's give a little bit
of detail to this guys. I'm gonna grab this
guy right here. Is that just going to grab
the whole thing here, I'm going to right-click and say Clone layer, layer clone over. Let's bring this here. As you can see, there's
gonna give it a little bit more like puffiness
to the whole thing. Actually, let me
select both elements. Again, Right-click
layer clone over. And that's it. When we simulate those blocks are gonna look a
little bit better. And we can grab
all of the pants. Hit Control K to our phrase. And we're gonna have
our cargo pants with those little extra pockets
are ready to go into battle. It looks like we have the
little bug brokers stuff and you guys remember
the thing that we did before, so we can grab it. This guy right here,
like the whole patterns. Let me just try and why am I drink to grab the pattern
that's there we go. Grab the patterns. Let's change the particle distance
down to ten. That's of course
going to give me a little bit more detail. For instance, I can grab
this internal line, this pattern, and change
the shrinkage weft to 105. That's going to give me a couple of more
wrinkles as well. So it's gonna, it's gonna
come up, push it out. So it's going to again,
look a little bit puffier. I'm definitely going
to do the same thing here for the pockets. So I'm gonna grab both pockets. Right-click layer clone over. I'm gonna plays down here. But that's also going to give me a little bit more detail. It's gonna make them a
little bit puffier as well. That's like I think
that you want to, you want to look for it because otherwise
you're gonna have to be doing this detailing inside
of ZBrush or other softwares. And if you can already get
this sort of effect here, I think it's, it's
really, really valuable. Let's just push this
thing a little bit. That's the, that's the plead like working a
little bit weirdly. Part of the simulation problems. There we go. Now, before we move on, let's change the fabric. I don't think we have a I don't think we have
like a military fabric. Military no, we don't. But it's rather easy to
find one. Give me 1 second. There we go. I'm gonna
go to the fabrics here, and I'm going to
look for Denham. I'm going to bring
in like a basic, like Dennett, just
this one right here, 100% debt and there we go. So pretty much every
single part of my, of my elements gonna be denim. So we're just going
to assign that dynamic effects so that
we get a little bit of texture that's
super, super cool. And then under
dynamic, we can go to the texture map and
Andhra folder files on Chapter five included
this military pattern that we have this
sort of effect, as you can see the
normal map that we had from the dynamo effect. It's gonna, it's gonna make
it look Quite, quite nice. I do think the pattern
is a little bit too big. So I'm going to ask you any
piece going to texture. We can edit the 3D texture, make it a little bit,
a little bit bigger. There we go. Yeah, that's, that's pretty
much it for the buckets. Now of course this
count flushes. Maybe it's a little
bit too much. Let me see if we can
change the saturation. Ooh, I like that. I think
that looks way better. That way we can appreciate
the detail that we've included on the pants because I think the other color
was pretty distracted. So yeah, they're the saturation there is going to
really, really work. We can again play a little
bit with the elements. Maybe this is like a snow, snow effect or something. Bertha, yeah. I think I don't want
the pants to be a little bit bag year
on the bottom side. So let's establish simulation. Let's get back to patterns. Bring this thing down. I'm probably just going to
like the lines on both sides. Just make them a
little bit bigger. Probably a little bit bigger
here on the inside as well. I just want them to load back
here on the bottom side. Would yeah, that's
that's a problem. Yeah. So as you saw
there, it is working, but we also need to bring these little lines are
the lines that we did. We also need to bring
them down because otherwise they wouldn't match the we're gonna start
getting some crumbly effect that currently affect
that you're seeing there. That's a that's a
sewing problem. Yeah. Let's let's keep
it the other way. We can do it that we
can do it. It's just we're gonna have to move
a couple of things. And I think it's
better if I show you a couple of other elements
before we finish this lesson, guys, one thing that
I wanted to show you. There we go, is how can
we recycle this pockets? Like we created this amazing
pockets here on the front. I want to have two more
pockets here on the back, but I don't want to go over
the whole thing again. Like I don't want
to I don't want to do all the same stuff. No problem. The only thing we
need to do is we need to copy these
patterns to the back. To do that is just a matter
of grabbing the patterns, hitting Control scene
and saying controlled B. Over here. You can see we
definitely need to find the proper position
for this guys. I'm just gonna be like
closer to the center. I'll say probably about there. That seems, that seems like
a good, a good position. And we're gonna
grab this guy says, well, look this whole thing. Control C, Control
V. Just go there. Technically, technically, this thing should be
working perfectly fine. The only thing we need to
fix are the free songs. So let's edit the swings
and this outer lines. So we have here,
well, that's part of the main lines of
the main plead. It shouldn't be sewn
onto anything else. Technically, again,
we should be able to just grab this thing
Control C, Control R. Let's go over here. Let's start linking them. So right-click,
especially the first one, that's the, that's the
most important one. Symmetric pattern with sewing. Because those are the
ones that are gonna be sewn into the pockets. This ones are gonna be like automatically sewn to where they're supposed
to be something. So same thing for this one, like this main
pattern right here. Let's right-click and so
much bandwidth sewing. There we go. Now free sewing again. We're going to sort
the side of this guy, this back pocket,
side of this guy. This back pocket. Then half of the pocket
to half of the pocket. And the other half
of the pocket. The other half of the
bucket. There we go. Of course, we're going to show in the top part here the flap. Flap. Cool. Now again, to make our
lives a lot easier, the best thing we can do is
just grab this whole pocket. The 3D view. A little bit. Nicer. We are, we are with
the simulation. The nicer this simulation
is gonna be with us about. There should be fine. Grab
this whole bucket right here. Bring it back. And bring it up. Again to make sure that this thing
works as nicely as possible. And Minecraft the pants
Control K, freezing. There we go. Freezing the transformations
is really good. When you have really
complex simulations. Just to again, save yourself
a little bit of work, I'm going to save just in
case anything crashes here. And let's emulate. There we go. Back pockets, right? Yeah, That's as I
mentioned when we talked about this before,
we were doing the pockets. If you do it once, you can just copy and paste this buckets as many
times as you want and you can actually export
this government or say this is a garment. So now every time you
need a pair of pockets, if you just grab this
one and that's it. You only have to
do pockets once. And that's it. I've seen several artists have a collection of a
specific pieces, like different types of pockets. And that way they save
a lot of time by just importing them every
time they needed. Yeah, that's it, guys and said for this part, the pockets part, and in the next video we are going to do a
very quick shirt. What she's gonna do a
very quick teacher. It's gonna be a small video just to give him something
else on top here. And then we're gonna start
decorating with all of the remaining accessories that
we need here on the path. So hang on tight, LLC
back on the next one. Bye, bye.
28. Military Shirt and Belt: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the alien, with the military support thing. Again, part of our story. They're still all
the things that were missing from the pants. A couple of extra elements
that I want to add. But yeah, if you take
a look at the one of the reference images I added
to your chapter folders. Here we go. You can see that the shortest, very simple shirt, It's
just a typical shirt. It has a couple of
more like false. I think it's like a little
lighter, I would say. That's a very typical shirt. So that's what happened. Going to binding
this chapter with the, with the belt as well. We're gonna be
working on the belt. There we go. So for the shirt, it really makes no sense to
start from scratch if we can just grab this
guy right here and add it to our character, so hit Okay, and there we go. We can definitely
use our attachment points as we've used
so many times before. We're just going to start
to the attachment points. There we go. Yeah,
everything seems to be nice. I'm gonna grab both
of the back pieces, just bring them back. Technically again,
if we simulate, thanks should work
fairly nicely. A little bit of overlap
here on the shirt. I think we can just
get it out there. There we go. I definitely want this shirt
to be tucked in inside of the pants and we already
know how to do that. It's just a matter of
grabbing the shirt. Let's move it up. I'm going to go over
the whole pens here, surround stimulation
on the layer. Let's change this to layer one. Now, when we hit
a simulated loop, the shirt is going
to go inside of the pants and we're gonna get
some more wrinkles as well. He was very fit, if you remember
from the original concept who was very fit. So why not add just a little bit of a seam
line here on the inside? I don't want to do
a princess dark, of course, that will
look a little bit weird. It can definitely add
just like a point there. And a point here on the back. Just create this small dark. Just a small dark
so that the shirt fits a little bit nicer. I know that probably
in bootcamp, people or soldiers don't get this benefit of
having a nice shirt. But the character, so we can
do a little bit of this. And that's going to, again, help us with the overall
tone of the character. Now, since he's wearing
this or late winter, winter coats, we might want to have a white shirt
or like a gray shirt. So I'm gonna go again
into our fabrics. Unless look for
just like cotton. Call them basic cotton fabric. I'm also thinking I'll look
at the pictures to see the amount of information
that we're getting. Because either one just
to be like this one, like a little bit more, not as this one has a
little bit of spandex. I like that. So just
double-click and there we go. Stretch satin, scrapped all
of these guys and apply. Gonna change the way
it looks a little bit. It should, shouldn't be
that much of a change, but it might be
just a little bit. Now, I do want to add a
border on the sleeves. I know again on the
reference that we really don't have that
except maybe on the color, but I think it would look nice. And again, you're always, especially when you're
working on your own projects, are always free to, to do cool, Thanks for your character. So I'm gonna go to
the sections here, the top section and the back section
right-click and we're going to offset as internal
line five millimeters. It seems to be a Buddha. Again, I'm at now maybe it's
a little bit too little. It looks very thin. Let's go. This internal outlets,
ten millimeters. There we go. That's a lot, a lot
better. As you can see, it's not going to the edge. That's not something
that we want. So we're gonna extend
trim to parent outline. Let's make sure we have the
same thing on both sides. Yeah, it's on both
sides. Now I'm going to cut the seam lines, so codon, so they're not. So there you go. It's almost there. So again, extra extend treatment that point
about are outlined. There we go. And now we
should be able to console. There we go and select
those guys cotton. So this one's called ENSO. Cool. Definitely need more geometry. So I'm gonna grab,
maybe not them. This one's gonna grab both of them or all of
them, right-click. And we're going to
say layer coat over. There we go. Then
on this new ones, I'm going to reduce the
particle listens to five, because these are the ones
that we're gonna be seeing. That when we simulate our guess, you'd like a puffy neck there on the top of the
car, like a color. Again, using the little
trick that we did before, we can add a little
bit of shrink, weft or shrink Ashworth
here by increasing yet. So let's go to a 110. And that's gonna give us a
couple of extra wrinkles. Could give us a couple
of extra wrinkles to lower the particle
distance even more. Because we're talking
about a really, really thin fabrics. The amount of triangles
that we have might be, might not be enough. So let's go all the
way down to two. Even then I think that's where we're too small, but it's good. It's good enough for
what, for what we want. Now, I definitely don't
want my center seam line. That's like way,
way too weird for me, especially for a shirt. So I'm going to
right-click and merge. We're going to do the same here. Of course here. Since they're not linked,
went into grab both. There we go. Let's go to the back. I also want to merge
this two guys. I also want to immerse
those two guys. And since these are not link, we need to grab both of
them emerge. There we go. Now, when we simulate, we go. This seems to be like split. It seems like we've
lost the connection. That's fine. Let's just
delete it and do it again. Let's go into patterns. Grabbed the pattern, the
pattern right-click layer clone over those guys again, let's bring this all
the way down to 5105. Maybe let's try Stress
something bigger. I know this is gonna
really crunch them, but maybe we'll get
something nice. Now that really, the
problem had said that it's such a small line that's
got a little bit difficult. Anyway. Let's go to the, to
the to the arms. And we're gonna grab
these two lines. Right-click officer,
this internal line. Tell me millimeters as well. Make sure we right-click and extend treatment that
point pattern outline. Very important. We've got the outline and
we're going to cut on, so both of them grab them. I'm going to bring them down. And then I'm going to
right-click lyrical and over. Plays him over the patterns. As long as they're in an easily readable position,
it should be fine. No need to be like
super perfect about it. Grab both of those. Let's increase the
particle listen or decrease of articulations
against it like 55. That we're gonna
have a nice outline there under on the
border of her shirts. So again, I know that it's
not something that we might find on the official
army shirts. I believe looks cool. Now
we're gonna go with this guys, of course. All of these guys. And we're gonna change the
particle distance down to probably like
attempt just to get a couple of more, more wrinkles. There we go. Very form fitting, very cool
wrinkles all over the place. The shirt is ready,
the funds are ready. Let's grab everything here, bring back the Layer to 0. We don't get any weird lines. And let's create
some space here. So for instance, a shirt. Let's move it to the side. Like there. I want to see it right now
and the pants, same thing. Let's move it to
the side like this. Because I want to see
what we're gonna do. The belt. There's a lot
of wasted at the belt. Just going to recycle
what we have right here. So we already have the belt, this piece right here and
this piece right here. It's just going to say
Control C, Control B. Copy this right here. Well, actually, we're going to have to do that for
all of the patterns. So let's say like a
pattern piece, that one, that one, that one, that one. Control C, Control B. And that's gonna be my belt. Now, this belt is
gonna be made out of something like a
little bit stiffer. It's not I don't think
it's gonna be cotton, so I know that they
don't use leather. Let me see if they have
something like nylon. Yeah, there we go. See
that That's a lot stiffer. So let's use the island and
then the nylon, nylon Canvas. Let's change the texture. Well, let's see if we can. I'm going to delete the texture. There are no color.
Here we go color. Make this a dark, dark gray. We're gonna grab our belt
and apply the nylon corner. There we go. As you can see, we're gonna have some nice, interesting
texture there. Now, what I'm gonna
do is I'm going to combine this element right here and I'm
going to merge it. So let's go into segments. Merch, merch. It should be a straight
line, but we know, again due to curvature
and stuff that's not gonna be a straight
light, doesn't matter. It's still going to work the
way we wanted this to work. Let's position this thing
where it's gonna be, just gonna be on top
of everything else, like right about there. The layer, Let's change
this layer to one. So this sits on top. What I'm gonna do is here
on this view right here, I am going to change the well first let's change
the thickness here. Let's display like
fixed texture here. And let's change the texture
at how thick is a belt? Like five millimeters. I think five of them. Looks good. Maybe a little bit too much
less than three millimeters. There we go. What we can do is we can start sewing the different segments
back to where they belong. So just go here. And we start on this area. So let's go with that. We can use segments sowing
can suit that there, that there, that there, that there, that there,
there, there, there. And of course this guy to the back, others,
it's overlapping. Okay, So it's already there. Now when we simulate, we're gonna get the belt on top. Just going around holding
the clot together. Little bit of overlap here
and there, that's fine. That's the gas stuff
that we want to bake into normal maps if we're doing this for like he came and stuff. So I'm not too worried
about those things. Now what I do see you
on the belts and pretty much everyone knows about
this or the little loopholes, loopholes through
which the belts go. Now for the buccal, by the way, I do believe
we had some hardware here. We have some, we have
this buccal right here. That's the only vocal
we have. Unfortunately. Let's see. We have no that's the only, you can just model one. And instead of instead of Myer
or other places and do it, of course we're not
going to be doing patterns and stuff for a buccal. But we can do the
little square pieces. Again, we already know
roughly the distance. It's as 50.350. Apparently. We're gonna go here
to the rectangles. It should be a
little bit bigger. So we can just click
and let's say a height. We're going to have 50 wide. It's probably gonna be just like 20 millimeters or something. That's a little bit too much,
even like ten millimeters, 12 millimeters, it looks
a little bit better. There we go. That's my loop. So the only thing I need to
do is I need to control C, control are like
duplicate this to, let's say displays right here. Both of them are
going to share the same like military
pattern that we have. The usually, usually this guys, let me, let me see if we
have the reference here. They also have a little bit
of like a sewing line on the outside along
the whole thing. I'm just going to
right-click and we're going to offset this internal line. It's gonna be just
like one millimeter, probably, like two
millimeters, maybe. Not too sweet, too much. So
let's do one millimeter hit. Okay? It's gonna be like a
super, super small effect. But before we do that, it will be a nice and
Weiss idea to solve this two guys and say
symmetric partners sewing. Now we can do the opposite. It's internal lines. One
millimeter. There we go. Both of them should
have it. And we're gonna grab this guy and
we're just going to free. So this thing, like the
top part to this here, right here, the bottom part, Totally this area right here. The layers, of course, like now, again, we can
select this guy right here. Bring the Lear back
to 0 because we already know that this thing
is gonna be on the bottom. Grab these two guys and
change their layers. Remember to select
the outer edge. We selected pattern and a
leader is gonna be one. Simulate little things. We're gonna travel all
the way down there. There we go. Now I do think they're a
little bit the shirt got out. What do I need to do? A little bit of Lira
layer adjustment. I mean, it's super simple. Let's grab the layer. This is gonna be layer a one. No, sorry, the shirt
is gonna be 0, sorry. Then the pants, except
for the loops here, are gonna be layer one. The belt is gonna
be linear to in this case will be layer three. So this guy's gonna
be layer two. And now again, if we
simulate should be going in, I'm not sure if it's a
shirt is not long enough. It's kinda weird. We can bring the shared
bag. That's fine. It's a small little detail. Now, one thing I'm
noticing though, is that the actually really close to the
place, but we need more. And of course these are really, really tiny and in geometry. So let's grab the element and bring this down to like ten. So we have a little bit more
geometry when we simulate. There's enough curvature to
it to create a little effect. Now one thing I'm
noticing though, as you can see, the
sewing liners is going. I mean, it does
look like the one. There's a little
bit of a gap there. It's very noticeable at a
distance, but if you want, you just saw it like higher. That might
be another option. But for now I'm just
gonna leave it like that. We're also going to add
some thickness as well. So now I'm going to grab one of these
Control C, Control B. We're going to have
one on the site. Sorry, let's go to external
link Control-C, Control-V. There we go. We're going to have one on
the side and then control C, control V. We're going
to have one on the back. Both of them. We're going to have symmetrical
patterns as well. So Control C, Control
R, like this. So this guy is gonna
be about there. This guy gonna be appalling with working
with super small patterns. There we go. Does one and this
one are going to be symmetric pattern
with showings. And this one, and this one are gonna be symmetric bound
with songs as well. Cool. So again for showing, we're gonna show the top
part of this element. Again, this is the belt, so maybe we go a
little bit higher. Like to this area here. It looks, it will look
a little bit better. Again. From there to there. From there to there.
From there to there. This one has to be like instead, go down here to the pants
instead of the belt. We go Same thing here. So top, top, top, top, bottom, bottom, bottom, bottom, bottom button. There we go. Since
we copied them, they should have the
same number three layer. If we simulate. Sorry, you're way too far away. But yeah, there we go. So as you can see, we get their little straps where
they're supposed to go. Yeah, some of them are having a little bit of
financial like this one's got stuck
in the wrong way, so just stitch them together. There we go. We go. The Sherwood went a little
bit crazy, but it's fine. That's how we add a belt
loops to the whole thing. Let's stop the simulation. And finally, to make them look, of course a lot better, we're just going to
grab all of them. Right-click, lyrical and over. And that's going
to pop them out. Since we have the
internal lines, the internal analysts are
gonna give us that nice sort of like so in effect,
they're on the inside. We can also increase the
particle distance as well. In my simulation,
as you can see, it's getting a little
bit slower and slower. It's it's kind of like
part of the process. I'm just going to
stop it right now. You can change the GPU mode. We've talked about that before. I don't think it's needed. There we go. Now one
thing that we can do, since now everything is
supposed to be on its display. So we can just grab
all of those guys, set the layer to one, and then grab my shirt and set the layer to 0. That's fine. And let's try to simulate again. Let's see if that. There we go. So you can see that the
shirts is going back to its place underneath the pants. So there we go. Let's be hearing a lot, a lot better than where we
are allowed closer to what we want to start this relation. There we go. Or pants are looking
quite nice now, we can have everything again and just bring the layer back to 0 so that we don't
see any blue lines. Let's start off our avatar for just a second and look at that. Not bad, not freaking bath. A nice easy shirt. That's an easier one than then. The pads are in here. As you can see, it's
not a lot of time. We've been working on
this for about an hour, I would say and I'm weren't married in a really,
really good position. So I'm going to stop the
video right here, guys. And in the next
one we're gonna be talking about the knee pads. So hang on tight
and I'll see you back on the next one. Bye bye.
29. Kneepads: Hey guys, welcome back to
our next part of our series. Today we're going
to continue with the knee pads of your character. As you can see in the reference
this or the knee pads, they are just a
plastic thing that sewn onto the until the remaining parts of
our, of our character. And as you can see, there's
actually like a pocket. It's got like something
that's sewn on top of it. It gives you a
really nice effect. That's actually
like another pocket there will add it later. But yeah, it's, it's this thing sown on top
of the elements. And I think having like an extra layer of
cloth is also going to make everything look a
lot nicer. Let's do it. Let's start working on this. I'm gonna grab the shirt
Control K to freeze it. I'm actually going to freeze
everything to be honest, because we don't need to work on anything just like we don't need that to
simulate anything, everything appears as
nicely stimulated. So let's go here
to the front view. And I'm going to create another
like an internal shape, internal like polygon or not not polygon internal rectangle. And we're gonna go
right about there. Yeah, that looks cool. That's a little bit too low. So let's just move this up. Let's see if that looks
a little bit better. Think a little bit more. Because the knee pads gonna
be right there on the center. That's where we're done. Es, so that's the, that's
the piece that we want. Perfect. I'm gonna grab
this guy right here, right-click and you
know the drill, we're going to clone
this as pattern. Let's start working on this,
on this side over here. This is gonna be the pattern. We can actually have
a different cloth. I don't think that's
gonna be at the end of the world at my Luca. Good to have like a little
bit of color patterns. I know it's not as efficient
as for a camouflage, but for our concept, I think
it's going to look cool. And later on we can just change the canvas if we don't like it. Let me see real quick
before we continue. Always, always save. And
the one thing that I recommend as well, here,
I'm going to do it. This will save like
different versions. So for instance, right now, this is my alien uniform. Uniform. I'm gonna
save this as and I'm gonna save this as underscore
0 to the other way. If for any reason my uniform from this
point on gets corrupted, the file gets corrupted,
I can recover it. It's a really good habit that I would strongly
recommend to everyone. So I'm gonna go over
everything here, right-click and we're going
to offset as internal line. Five millimeters,
I think is good. Hit. Okay. And that's gonna give me this line that we have there. It's part of the
sewing line that we can expect on the element. Now here on the Insert, Here's where we're going to
create this shape right here. And we're gonna be using
our internal polygon line. I'm going to go there. And then when they press and I click my first
bond right here, I'm going to right-click,
as you can see, we can actually turn something
called mirror creation. And if we turn it on
or we're gonna be able to mirror creation,
the whole thing. I'm going to go here. Let me go back. Center. It goes out. Again. Center. There's a little
bit of curvature. Then we go down. Then center under here
I'm going to say mirror. The axis is going to
be x-axis, y-axis. There we go. I keep, okay. And just hit Enter. There we go. Now we
have this pattern. Now, I don't love
this one right here. I'm going to
right-click and say, Let me see if I can
delete that point. Right-click. Delete points. Let's just move it. So I'm just going to use
transformed points segment. I was like, okay, I mean, another thing we can do, the mirror function is
great, but I think right now it's making it a little
bit more difficult. Let's just go back and use
the full function instead. Grabbed the two points, right-click align to point x, y. Now we just unfold. That's gonna be our knee path shape, right? This is where we're gonna be creating this shape right here. As you can see, this
shape right here is it's a plastic shape, but we already saw
that we can do armor. So if you think about
this as leather, it looks very, very similar
to the letter effect. Now, I do think that this
thing is right here, even though we could model
them with patterns and stuff. I don't think we really
would like to do that in here and we're
probably going to be using normal maps
for that later on. I'm going to
right-click here and here regarding right-click and say, that's really weird. Click and colonist pattern. There we go. It's going to be our
NOPAT right there. So this isn't the pie that
we're gonna be working with. Let's increase the particle
distance a little bit. So let's say ten. Of course, this
thing is going to be sewn into this other
element right here. And it's just a matter of giving you a little
bit of shape. We can add a new material. I'm going to make this
a dark black material. Let's add it. And of course on the thickness here for the fabric, remember, let's give them something
that's like a, like a big path. We can even go like
really exterior extreme. We'd like to look at
ten. There we go. Now, the only thing
that we need to do is of course like so
this thing together. But as you can see, we do have some internal lines
that look pretty cool. I would say I would
like to add them. So I'm gonna go here to my
internal polygon lines. I'm going to add the 12 entry. And what we can do is
we can actually codon solium cotton,
cotton and cotton. So that way as you can see, we're actually going to get
some detail right there. Like solo a couple of polygons, like extra polygons there
on the thickness that are gonna give me this sort
of interesting effect. Again, as I've mentioned, for this guys, I will definitely, definitely mall them or add the normal lab
and other places. But I just want to show you a quick little way in which we can add them right here. Now, It's just a
matter of free sewing. So we're gonna say free sewing. And here's the tricky part. Let's so in the top part
first, or actually, let's go from the
middle to the point, or rather from this point down, from this point down. Then from this point down, from this point down. Let's do little point
click, point-and-click. And I know that might
seem like a little bit tedious to do it this way. But I think one of
the best options, if we want to keep
our sowing lines. Let's close as possible. There we go. Now, of course, let's
turn off gravity again. Assimilation properties. Actually we don't have gravity. We simulate, as you can see. Let's reset. Let's bring this pattern out. Again. Remember that come
like a mantra. Help the simulation. It will help me. There we go. Now, I don't think
we would need to. What's the word? I don't think we need to do any layer over or layer
under for this one, it will be like way, way too much to be honest. Yeah, it's just a matter
of now going again into, into free soloing where we
want this on both sides. So before we do that,
let's Control C, Control R to mirror paste. This two guys right-click
and we're gonna say my compartments showing, I'm actually gonna
grab this guy. I'm going to do a lyrical under that we get the nice
little border effect. Now I'm using, oh yeah, yeah, because this
isn't a nylon Canvas. This is the one that
we're using for the for the for the belt. Okay. I'm just gonna copy this. I'm going to remove the
thickness, 0 thickness. Let's grab those guys. Let's grab this guy's. Select this guy and apply. Let's rename it.
Let's call this. Great. We should be
able to really weird. It's not letting me bring
the thickness down. Okay. No worries. Let's just just the
other cloth then. The camera flash or
we could just bring the other one
again. There we go. That's thinner as you can see, we do have the two
sandwich effect. Now of course, we need to
show in the bottom part because this is the other
part that's on the back part. We're gonna free. So the other part, to the pocket size or
the pocket places. Here we go. Let's show in this part swell to this other
pocket right here. That's cool. Again. In this case, since
everything is frozen, it shouldn't be that
much of an issue which is just simulate. And as you can see, the pockets go right where they belong. Now here's where
we're going to define whether or not the knee distance and they seem to be just a tad bit lower,
just a tad bit. So what do we move? We only moved the patterns. This one's no need to
move anything else. We just bring this thing up. And that's it. Because when
we do that, of course, the swirly lines that
we have for all of the other elements are
gonna go up as well. That's it. And that's gonna give us
an extra layer of like a, like a cushion there, like an interesting effect. And it's just going
to look nice. Now, we can grab
everything else again, especially the
pants and just hit Control K again to simulate. And this is what
we're gonna get. Nice little technical
pants with this guy. Now this is way too dark. I think we can't even see. Thanks properly, so
let's make it like a like a dark gray. There we go. Yeah, that's pretty much it. Now, one thing that I realized, I forgot about that boat, we turn off geometry or
sorry, we turn off gravity. Remember a while ago when we were doing
the deplete buckets, one thing that we definitely
introduce, bring it back. So thanks, fall, because
right now they're just crunching and they're
not actually falling. So let's go back to simulation
properties and let's bring our gravity to minus nine,
ninety eight hundredth. And then when we simulate, thanks, should fall
a little bit better. There we go. I still think will benefit from a little bit more
length, to be honest, but since there's gonna be more, there would be boots and stuff, maybe we don't really need it. So yeah, that's pretty
much it now again, if we take a look at
the concept here, you can see that There's an x. I'm not sure
if it's a flat or something. But what sometimes what
I've seen this is like extra lines on certain parts of the pants that again give them
a little bit more texture. We also missing, we're missing the Hamsun,
the bottom part. So let's use this opportunity
to add that sort of stuff. So I'm gonna go
here to this area. I'm going to use my
internal polygon line. I would say ripen it. This guy's would be a good
position to add a line. There we go. Then I'm going to add one
more straight line. Of course, there's hit Enter. Now I'm going to
select the segment. Let me see if I can clone
this as as internal. Thinking. We're gonna
be able to do that. I'm going to say external
to internal line. Essentially to internal line. There we go. Let's see. When I get like a line, I
want to get a line here. So right-click. And we're going to have to cut and easiest
way to do this. I don't want that cotton Sue and carried like a bunch
of different things. So I'm just going to Control C, Control V, duplicate this. And now we call them
sold on this copy. Call them, call them. So this two extra patterns we delete because this is the only little line
that they want, or do I need this one
right here? There we go. Now. We can just try to bring this into place where it makes sense. So like down here would
be, we'd be nice. And we're gonna,
so this line with free sewing from there to there. From there. There. We are of course going
to Control C, Control R. I don't think this one
has a sewing Stowe. So again, three sewing that guy. They're gonna do this on the
front only. There we go. Again, just to make sure
it make our life easier. Let's bring this
thing to the front. Simulate. We're gonna give them extra little support line
right there on the pants, which is also going to make it look a little bit
more interesting. It's all about like adding a visual interests
to the whole thing. Like making it look
as nice as possible. Yeah, I think I think
that said again, taking a look at the reference, I don't think we're
missing anything. He has a couple of straps
and belt buckles here, like this one right here. Because this one's
just another pocket right here on the side, which we can very quickly
add in just a second. Yeah, I don't see I don't see any other any other
problems, to be honest. So the other thing is again, the side pockets, but I didn't think I didn't think I'm going to add them to
this guy to be honest, I really like how this
one looks right now. And I think if I added that, then it's gonna look a
little bit too noisy. So the only thing I'm gonna do is I'm gonna change
the colors a little bit. So for instance,
this one right here, which is the thick panel there, Let's change the color
to a lighter gray. I mean, I wouldn't I
don't want this to be like a reinforced something, but I want to keep
with camouflaged. Same for that, for the
nylon campus belt. Let's go for like a
lighter gray. There we go. So maybe this is like a
snow not snowed uniform, but it will be
sometimes I called it. I've seen them called this like urban camera because meshes or emergency nicely with concrete and all of the buildings and the
streets and stuff. So yeah, this is pretty
much it for the for the uniform. That's it, guys. I'll see you back on
the next one there. So a couple of things I
want to add to this guy, but that's definitely it for
the, for the unit force. So hang on tight and I'll see
you back on the next one. Bye bye.
30. Military Vest Block In: Hey guys, welcome back to
the next part of our series. Today we're gonna start
with a new garment here for our final project for
the military as suit. And we're gonna be doing
a bulletproof best. So Andra reference folder, you're going to find this
reference right here. As you can see, it's a really, really cool best and up, I would say it's
relatively easy to do. It shouldn't be that
much of a problem. Let's start working on this. As you can see, this
is a new scene. I did not continue
working on the old scene. And there's gonna save
file and we're gonna go to the garden section and
we're going to add a shirt. Why? Because of course
the shirt is really, really close to what we need. Now, we already
know that there's gonna be some
simulation problems. So let's bring this thing back. We actually don't need sleep, so that's a plus for us and
we just need to animate. And there we go. As you can see, this is
actually already quite stiff and following very
closely to what we want. There's a couple of things that I wanted to change though. So for instance, I'm going
to grab this lower section right here and just bring
it up a little bit more. It usually doesn't hang
as low as a shirt. Probably something like that
works a little bit better. That's looking
quite, quite nice. As you can see this pattern, we are following the pattern
that we have right here. It has a couple of
extra loops and things. Let's start with
this main pocket, all of this seam
lines suggesting we're going to add those later. But I think we really need
to add that main pocket. Well now the Think of it might be a better idea to
add the outline first. Of course I'm going
to merge this. It's very important
that we merged both sides to be honest. Because otherwise we're
gonna have some lines in areas where we don't want, Let's select hold pattern. I'm going to say after
this internal line. And the distance is going
to be telling millimeter, we're gonna be using
the ten millimeter mark pretty much all the way around. So that seems to be like a nice, a nice number now as you can
see the reference as well, another thing that
I'm noticing is that the shoulders
go way we lower, the arms are not restricted. So before we add that outline, it will be a good idea too. To change death. There we go. There we go. That's
also going to bring this thing up a little bit more, which could be useful for us. Now, we select
everything like that. The patterns right-click
and we're going to say after this internal line, ten millimeters, as
we, as we mentioned, is gonna be the number. But actually actually we're
not gonna select that one. So we're just going to select
this, this, this, this, this, this so that when we do
the offset things connect, the opposite line is gonna, it's gonna connect
to the other side. Now that we have this,
we can go here to the front view and
we can build this or like a front paneling that
we have for the character. So I'm going to grab my
internal polygon line. Let me go here and show
the internal polygon less. I want to see them.
And we're going to go, I would say right about
there. That will play there. Then I'm going to
select that line. I'm going to right-click
and I'm gonna say, officer, this internal line,
reverse direction, so we go to the other direction.
Ten millimeters is fun. Just hit, Okay? The
only problem as you can see is that this thing
is not going to the line. So we need to kind of
connect this somewhere. There's a couple of
options to do that. First of all is to just
rebuild it from here. And I think that's going
to be the best option and they don't want
to extend and trim. But if we do that, it
might go like way, way over to other places
that we don't really, we don't really want to go. So what I'm seeing here is
that on this area right here, that's kind of like
a little back. So technically, we would need to cut this thing
and an extended. But again, that's those are one of the things that we
don't always want to do for real-life
garments because it just made can make our
lives a lot harder, right? So what I'm gonna
do here instead is I'm just going to use all of the terms that we've
created so far. And we're going to
add them on top, like we've done this before. We can do the layer clone
over for the element. I'm going to select
this piece right here. I'm going to right-click. I'm going to say
later clone over. All of the internal
lines are gonna get another line right there. So we're gonna get
this sort of like puffy affect pretty
much everywhere. We can do the same
thing for the back. So I'll grab this guy layer
clone over that again. We're gonna get this
sort of like Puffy, Puffy effect on the whole thing. Now that we have this, we can start thinking about like the Velcro and all of these
little guys right here. And we're only going to be doing this on the over section. We don't want to do it
on the other section because the under
section is just a base. It's just it's just
there to help us. So I'm gonna grab, I'm gonna create another line, another internal line
that's going to go from what I can tell it's
about here to the other side, like they're just hit Enter. There we go. And now let's make
it like yay big. Just hit Enter. There we go. So those two lines, I'm going to grab
them. Grab one. The other. One is to try to graph. That's the one. Okay, I'm going to
Control C, Control B. We're just going
to move them up. We're going to say,
when I move them a 5050 millimeters or 5050 millimeters. And we want, I can
see 12345 copies. So three for four more copies because
we already have one, so we'll hit Okay, That's
going to give us all of the bands that we're
gonna have here on the front of the character. It's also keeping us
on the bottom, sorry. And the reason why
it's giving us on the bottom side and
that's something that we don't once because we have
live life thing turned on. So I'm gonna select this guy. Whole pattern
right-click and when to say right-click and we're
gonna remove linked editing. So that way, this
one is this alone. Like all of the
stitching remains like nothing's going
to change there. But now I should be able to grab my my internal polygon lines. Let's build our little
like elastic band. There we go. Grab the two shapes. Right-click, Copy,
uncontrolled, be right-click. It's going to be 50 millimeters
and we want four copies. There we go. That's gonna
be the the railing. This is the railing where all of our little things are gonna go. And if we count again here, I'm gonna say we have
123456789 divisions. Neither vision is going across all of the
different lines. We integrate those emissions. However, I don't want to create the divisions
in such a way that we're going
to add a bunch of extra lines in areas
that we don't want. So I'm going to grab
all of these guys. Let me see if I can cut them. Let's try one. Now. Another option is just
to clone the shape and then cut the patterns so that we only have
the little strips. But I think, I think we can, we can get away
with this elements. I'm going to grab this line and this line right-click
and we're gonna say absolute line
along internal curve. And here's where
we're going to divide that we have our nine
pieces right here. So we're gonna hit OK, and that's gonna be the
nine divisions. Now, do we need all
of these lines to go all the way up to the top. Now, we can grab all of
this points, for instance. Just bring them down to
the lines. There we go. The grid that we're creating
only stays are right here. Now, I'm going to grab
all of these lines again. We can click and say at 0.2 intersections
so that we create the actual intersection
and we can actually stitch things
together because otherwise, the stitching tools
and everything do not detect that there is
something that we're gonna be working
with right there. Now, if we take a look at the distance that
this guy is half, let me check this, this, this, or actually we need to add
the intersection points here. There we go. So now the section
that's 25.8 times 333.3. So we're going to
create a polygon. Actually, the one that's
the most important to be honest is this
one right here. And I'm going to
explain to you why. So 25.8. So I'm going
to create a polygon. Rectangle. Width or height is
going to be 25.8. Width. I'm gonna say 400. I know it was 300 something, but
I'm gonna say 400. And the reason why I'm
gonna say 400th is because I do want to have
a little bit of like, as you can see, a little
bit of room there. I don't want things to
be like super tight to the main body. I'm going to grab this
thing right here. And now what I'm gonna do
is I'm gonna divide it right in the very
similar fashion to how we did the other pieces. So regular here, right-click. We're gonna say officer, that's internal
line along curved, and we're just gonna
do nine pieces heap. Okay, and there we go. Now, we need to do a
whole lot of stitching. So I'm just going to duplicate
this again five times. Four more times, there we go. And unfortunately, there
is no easy way to do this, but to stitch things like the way they're
supposed to be stitched. So we're gonna go
here to Edit sewing or sorry, two segments sewing. And we're going to say,
okay, you go there. Then the next one goes there. And then the next
one goes there. The next one it goes there. Next one goes there. There. There. There. There there. And it seems like we forgot to do the intersection
point on this one. Right-click. Add points to
intersection. There we go. Go back to segment showing. There we go. So I'm just gonna do one
guys and then I'm paused the video and then do
all the other speaks. Of course, I don't want I don't want to make you
guys suffer through, through miss teaching
every single piece to the place where
it's supposed to go. Now. I'm just going to show
you how this thing looks. Let's grab all of
these guys. Control K. Control K. There we go. If we simulate, not that one. If we simulate, this
is where we're gonna get the low like rhomboid shaped going
all around the element. I'm gonna grab this
guy, of course, let's lower the particle
distance a little bit more like a ten that we can actually
turn on elastic here. And remember when we
do the elastic thing, things are going to turn
to crunch together. Of course, right now,
it's way, way too much. I remember that last usually has this AT less
goods from like 95. So we have just a little bit of elasticities, elasticity to it. Now this one is, as you can see, we have a little bit too much like a space, too much room. So what we can do is we can make this thing a
little bit smaller. And of course it's
going to make things go closer to that, to the body. A little bit smaller as well. They can be slightly
different than distance like not all of
them have to be the same. The same distance because we're
gonna have a lot of them. But yeah, this is pretty much the way that
we're gonna be doing. Now let's add another fabric
just to have a look at the frame color and be able
to appreciate the detail. So do don't gray Hit. Okay. Got that guy and apply. There we go. Now one thing that
we're of course going to be doing eventually is right-click and we're gonna
do a layer clone over, right? So that's gonna give us a lot more puffiness
to the whole thing. And it's going to make
the elements look a lot nicer closer to
where we would have. All of this will eventually
be baked into an EMF, for instance, if you're
doing this for a game, but it's not, just
looks perfectly, perfectly fine for
what we're going for. So yeah, that's
pretty much it, guys. So let me let me just see. I think we're going
to continue with a little bit more blocking here before we before I finish, and then I'll do the
rest of the pieces, as I mentioned, off-camera
because this is a relatively simple,
relatively simple assets. Let's talk about this
guys right here, like this or like
coverage that we have on the top here for the covers. As you can see, they
go around the best. So one of the, probably the easiest ways
to do this is to grab, let's start the simulation. I'm going to grab a copy
of this guys right here. Control-c, Control-V,
bring them down here. Or just control C,
control the beam. There we go. What
I want to do is I want to create an internal
line on this side, right? So going to this
piece right here. I'm gonna go with my
internal polygon line and we're just going to
literally go across. That should create
a line right there. And then the other line should be like I would
say around there. There we go. Now we select those
lines and we call them so those lines and we call them so all of this
extra material we don't need. This is the only piece of fabric that we're
gonna be using. And again, if we take
a look at the concept, this thing goes around
the element, right? So we're gonna have to merge
these things together. But the other way
around itself on this side is still there
to the other side. So what I'm gonna do is I'm
going to bring this guy. Well, first of all, let's delete the internal lines. We don't need them just yet. We're gonna match much. We're gonna go
through selection. We're going to
select this segment. And this segment right
here, right-click again. And March. Actually mostly
the opposite one. So this one, this
one right-click. And March. There we go. So as you're
consistent, so we're mirror. We're merging them on
both, on both sides. Now we're gonna change the curvature a
little bit actually, let's just delete that point. Let's keep it
simple as possible. What I'm gonna do is
we're going to make a layer copy under select
this guy Right-click layer. Under both sides. We go. The problem is that we are stitching everything
and we don't want that. So I'm gonna go into my
stitching edit sewing. And this one right here, we're gonna delete
on both sides. Because the sewing that we
get like a free song that goes around the whole thing
and we don't want that. So what do we want? We only want to, so
from here to here, from here to here, from here to here, and
from here to here. We want the, the empty, empty space in-between
the elements. Now I'm going to
grab all of them, rotate them a little bit, so they're a little
bit straighter. And then we're
going to scale them up a little bit. There we go. That's it. That's pretty much it. The only thing we need to do now is bring this guys
are into position. So for instance, this guy's, one of them is gonna be on top. This guy is going to be on top. This thing is gonna be
on the bottom right. Again talking about layers. This layer, of course
it's going to be layer 0. All of the best and everything's
gonna be layer one. This piece right here is
also going to be later one. We're going to do the same
for this piece is right here. Let's bring them over here. This base. Gonna push up this layer, 100 pieces, layers
here. There we go. Well, let's give a shot. We should have like a sandwich. There we go. The Spanish is
working. Let's just push this up a little bit more. Way, way too big. So let's grab both of them. Make them a little bit smaller. This again. There we go. That's going to give us sort
of a firework going for. I still think they're
a little bit too big. So let's make them even smaller. There we go. That's a lot nicer. Oh, come on, come on. You can do it. There we go. Good pattern. You did it. Cool. We have the little
pattern there. Now again, if we take a
look at the reference, you're gonna see that the
pattern has a stitching going through the
site like this. It has an internal
line rate like that. But I wanted to do the
line right here first. I'm going to say Edit
Pattern top and bottom. Well, actually this are
the other pieces, right? Well actually all of
them need to be there. So top and bottom,
top and bottom. Right-click, officer,
this eternal life. Let's not reverse the direction. Well, that's weird. It's this one. Source
internal line. There we go. We get the lingo, we're going over
the whole thing. Let's remove the life link, the link anything right now? Because now I want
each piece to be treated as an individual piece. Pretty much. We can link this, I
guess this two guys. We can, we can symmetric
pattern with sewing. And symmetric pattern was
sewing with this two guys just to do a change and wants to have it on the, on
the other side of course. But now we want to add
a thickness to them. So again, just grab one and
the other, right-click. And we're going to say layer
clone over. Let's go there. This case, you need
to grab everything. Right-click lyrical and over. That's going to pop them out. So let's give us that nice external line
that we have there. We might need to make
them a little bit bigger, just a tad bit bigger. They don't have as
much problems with the underlying piece also, of course, increasing
the intensity and stuff. We'll make it work a
little bit nicer. Edge. You can see that we have
those straps there. Another little
piece of fabric up, like going from that
specific point. So I'm gonna go through my internal polygon line on
the upper or over tools. Let's go. Let's go here. Hit Enter, right-click, and we're going to extend trim
that point to our outline. Here we go. So it's on both sides, it's gonna
be on both sides. That's fine. Actually,
no, it's not fine. The reason why it's not
fine is because we don't want to affect anything here. So all of these guys
removal linked editing. Now if I only want to, I think we also need to
remotely editing on this one. There we go. Now these two guys,
we are going to again symmetric
pattern with sewing. That when I add
an internal line. In this section right here,
it goes on the other ones. Well, we select that
internal light right-click. Technically, we could do
this with, as you can see, it goes all the way out to
the other side, which I hate. But we can hear, we can say at 0.2 intersections
and then delete the point on the edge. Like that point right there, which is delete and that way we just get this internal line. Now, why do we need
that internal line? Because that's the
internal line that we're gonna be using two. So our little band
together for the bad, it's just that we need
to create a loop. So let's just click
element like this. Free sewing. We're going to show
this line there, line there, and also
that line there. There it goes a
pattern from very far away all the way
through the neck, which is not ideal. But yeah, we're gonna
use our little tack. The cure helped the simulation. That's going to make
it a lot this year. Where are you going, my friend? You're getting to the insight. That's weird. Should be going to the outside. Right-click. Excellent. Normal, normals are fine. It's actually find it quite interesting that
it's going there. That's right. Let's
try something else. Let me go here to the
session edit sewing. And instead of showing
this line right here, I'm just going to call one. And what I'm gonna try to do. Let's first see if
that one sticks to where I want to know what's
going on there side. That's really weird.
Really, really weird. Because I was pretty sure
this was the top layer. It is a totally or there was we wouldn't be seeing
the line right there. Interesting. The other thing I'm thinking it's just
like calling this line. I mean, if we just we can't just look on the right because
it's an internal line. But what we could do is we
could just grab this thing, extracted pattern, outline,
and then cut this line. Cut. So of course, now, since that's a sewing line, maybe it'll work a
little bit better. No, you know what?
Let's go back. I know whether this very simple, this is set to 10. So
let's set this to two. Yeah, that was it. There we go. Now we this together. And as you can see, the thing is going to just stay there. Perfectly, perfectly stable. So that was just stop this. The same thing from
here to there. We're going to have
a little loop, like a little elastic band. I just see it on one
side of the elements. I'm just going to keep it on
one side of the elements. I think that's gonna, it's also going to make
it look cooler. And yeah, I mean, we still have a little
bit of time guys. So what I'm gonna do
here is I am going to do the the thickness on
the actual like best. If we go back to
the original best, I just wanted to add that
the board is on the side. One thing I am seeing here
is that this line is not going to the d elements. I'm going to extrude it
to the pattern outline. There we go. And we're gonna grab that guy. We're going to say. And so we get bold lines. And then by selecting
those two patterns, we're going to say right-click. We're going to outlay
or clone over. Even though I'm going
to place them on there. We're going to reduce
the distance to five. We simulate. We get a little bit more
like a factory there. Maybe we're having some
issues with the latest. Again, this is layer one. This is layer one. Layer two. What is, you know
what, what silly me. I'm doing this on the on the undergarment or like
the piece on the overpass. That's this one. This one. We're gonna say cotton, so
say yes to extend that. It's not extending. Let's
just grab this guy. Again. It's better and outline. Extended trim to
pattern outline. There we go. Grab this guy and this guy
right-click and consume. There we go. Now this is the outer or
the outer pattern here. Right-click Layer comb over. This guy is we're going to
reduce the distance like five. Give me that puffy
effect on there. We're going to do the
same thing over here. This one's even
easier to grab them. Right-click and extend
to a pattern outline. Grab both parallel lines. Right-click, call them. Know, that's so bad. Okay, So this is a crash guys. I'm gonna start with
the right here. I'm going to continue
doing this streamlines and continue doing the elastic
things that I'm appending. And then I'll show
you the final result at the beginning
of the next video. Hang on tight and I'll see you
back on the next one. Bye.
31. Military Vest Details: Hey guys, welcome back to
the next part of our series. So fortunately after the crash, marvels did have all the saved, so I was able to rescue a lot of the work here is that all of those
little things together, we have the little thing there. And now let's start
adding some details. So for instance, this guy is
definitely gonna have to go all the way down to
five particle distance. So we get a lot more stuff. Both of these guys over here, like all of the elements, all of these guys would definitely need to
bring them down to like a ten particle
distance again, so that we get a lot
more definition. Still competing a
little bit there. So maybe if we grab again the top distance or
only the over distance, you don't want to do
this for the other ones because they're really not
serving as much of a purpose. It's bring them down to ten. And it's also going to
give us a little bit of a better resolution there
on the, on the elements. Just going crazy. There we go. Suddenly. I'm just missing the transport. I want to show you the
last part of this element, which is the, as
you can see here, this velcro, velcro stuff. Easiest way to do this. Let's just grab out a
rectangle element here. I'm going to add the
one right about there. Actually not, not a
rectangle, sorry, Eric director, internal
rectangle shape. We're going to add the
shape right there. We go. Then I'm going to Control C, Control
B, right-click. We're going to opposite
only like I would say, 30 millimeters probably. And we're gonna do two
copies and hit OK. Going to give us a nice
elements right there. And then we're gonna
grab both of them. We're going to
right-click or all of them and say colonists patterns. And that's going to create
a pattern over here. And that would this
patterns, again, we can just sign a
different fabric. We went to, of course,
sold them all into the, into the place where
before we do that, as you can see, usually the
Velcro is on the borders. They have a little
bit of something. So I'm gonna say officer, the internal I'll offer
this internal line. We're gonna do just like two
millimeters or something. There we go. Then we're going to
solve this things. We're going to select this
guys are free sewing tool. In this case, I think we can do segment sewing should
be fairly easy. Just be careful here. Actually, let me, let me
backup before we do that, I think I'm gonna do the
sewing before we do that. The other thing, because otherwise I might select
the wrong element. There we go. I'll just do 123. We're gonna do 1123. There we go. Now of course, on the 3D view. When we're going to bring them as close as possible
to the simulation area. This should be
fairly easy because there's just like straps. So if we simulate, it should just go straight to where they're
supposed to be going. Careful here at the
layers thing again. So let's bring this later
for like four or something. So they go all the
way to the top. We're gonna change that later. Now, now that we're
showing in together, now we can do the
internal shapes. So we're gonna say clue as internal line millimeters and then grab all of the patterns. Right-click clone,
lyrical and over again, that's going to give them
that sort of like Puffy, Puffy look pretty
much everywhere. Let's help this guy
a little bit so that it can sell a bit better. Yeah, that's that's
pretty much it, guys. You can of course
add as much detail or as little as you want. For instance, I left this thing hanging just to break
things a little bit, a little bit more, but this
looks quite, quite nice. I'm gonna go to a fabric one. I'm going to change the color. Let's go for a
dark gray as well. And then this one, let's go for a little bit of a darker gray. There we go. So we have a little bit more, you know, a little bit more dynamism, pretty
much everywhere. Now we're gonna go all
of the patterns here. Let's organize them
a little bit better. So grab all of these patterns, change the release to 0, so there's no overlap anymore. We're gonna save, of
course, This is gonna be your military best option. There's still more details, but we're already
running a little bit long on the lectures or so. If you want to add
more details here on the back, feel free to do it. I just want to bring
this into a character and see how it looks in context. So I'm gonna open
the project and we're gonna go to
our chapter five. And we're gonna be opening
the alien soldiers uniform, which is the big one, right? So I'm gonna hit Open. It says that there
are some weird lines. I've tried to find him. I'm not sure where
they're just make sure to turn to this
thing like the texture, thick texture because there's some thickness that
we need to recover. And I'm going to turn off the internal lines so
we don't see them. We don't have the
avatar on how we do. There it is. Now I'm just going
to say File import, project and we're going to add our military best hit Open. We're going to add, we only
want to add the garment, Nothing else and
we're gonna hit Okay. There's, there's the algebra. Let's move it to
the site over here. We're going to set
the layer, of course, let's say it again like a
layer three or something. Just to make sure if I remember either
there's no layer here. Now when we simulate the chest is gonna go or the best is going to go
all the way to the front. There we go. Character is looking
quite, quite nice. What did you say, Guys? Only that, it's not
only the character. The character looks cool
because paste in a way. The cool thing is we have
all of these patterns. Like if you ever need a soldier or a
policeman or something, you have all of these
patterns ready to start working on edges
like a goal from here. Guys is just a short video, just a little details
that we were missing. Just make sure that all
of the song lengths are, are properly placed into. Make sure to get all the
way to this point, guys. In the next video, we're going
to finalize the project. We one of the final
assets we're gonna do a little side back
here for a character. So, yeah, hang on tight and I'll see you back
on the next one. Bye.
32. Military Bag Block In: Hey guys, welcome back to
our next part of our series. So do they weren't
getting to continue with the military bag, which is the last part
of our effort character. Now, I'm going to start
this on a new scene because it's gonna be a
little bit complicated. This I must admit it's
one of the tricky parts and I left one of the most
hardest things until the, until the very end in
regards to Garvin creation, were still have to
cover a couple of other things about
marvelous designer, but there are more technical
stuff. This is what we have. Simple back. And it might sound
simple at first, but there's a lot of things going on here that
we need to make sure that we built in
the best possible way. The first thing I
wanted to do is I want to create just the base. I wanted to create the straps. And then when I create
this thing where the little bags gonna
be attached to, one thing I'm going
to mention though, is we're not going to have the buckles because we don't have buckets inside
of the marbles, the center usually
would you like to do, or what you must do is do
them in Blender Maya or any other software and
then bring them in and just a mess up
traditional geometry. I mean, we do have
some hardware here. So there's this buccal, but I honestly don't
like it as much. Let me see you book
home some of this. As you can see, it's just like a traditional belt
buckle rather than the one of the buckles
that we're looking for. I mean, it looks okay, but if you guys
know how to model things inside of Maya Blender, It's way, way
better to do there. Now, let's start with
the bands just to, just to get an idea of how the banks are
gonna be looking. So it's roughly going to be about this size on one
of the size, of course. And then we're gonna
select this section. We're going to unfold. Now of course we're gonna
be using attachment points. Let's see if we can
go right there. At this point, they can
already see that this is going to be like Where
were we were too small. But let's give it a shot. I'm gonna segment so from 1
to the other and simulate. Yeah, that's more like the
small ones as you can see, that one can nicely
fit right about there. I would say We've probably going to need to make it
a little bit smaller, like shrink it a little more. I'm just going to grab this guy, make it a little bit smaller. So when we simulate, it stimulates a little
bit better over here. Now one thing we
can do, by the way, is especially for straps
and things like this. We can go here to the, to the options of the pattern. There. There's an option called
borrowers it here solidify that thing will try to keep it a little bit tighter. Especially for this. Things like we really want
them to hold the shape. We don't want them
to the form as much. Just keep that in mind. Now for this one, I'm
just going to Control C, Control B to Control C, Control D to duplicate. And let's make
this a lot longer. As you can see, we
have it over here. We can kind of get it in there. Let's see if the
simulation works. Nope. Let's bring it to
a ratio of points. There we go and simulate. There we go. That's a lot better.
Yeah, that looks good. I think maybe maybe
just a little bit smaller again so that it holds the surface a
little bit better. Now, again, one
of the challenges that we have with this
character is that it has a Lola Ridge's and he looks like a little
bit weird, right? So just keep that in mind. So yeah, this are the two
elements that we have. This one is right above the
knees like right above there, and this one's about there. Now, we need to create, again, as you can see right
here, not that one. Where is it? Right here. You can see that we
have the pattern looks just like a base where the strap is going
to be attached to. Now, technically this stripes are going through the thing. In our case, we're just gonna
make it so that they so into the side of the element. I'm gonna go with my
polygon creation tool. Again, taking the legacy as
sort of like a viewpoint. I'm going to go like this. And then we're going to create
a nice little point there. Go down. It's kind of like
doing a little shirt. We can grab this piece
right here and unfold. And we get this shape, which again kinda mirrors this. Now as you can see, the
curvature is a little bit nicer. So what we can do, of course, is we can grab this
point right here, right-click and
convert grid points. And then of course
here what I'm gonna do is I'm going to create
an internal polygon line. There we go. And then call them so that line. And select one or the other
and light blink. There we go. Now we can merge them again. I only did that to activate
the mirror symmetry. So just merch and they're
still gonna be symmetrical. So we can go to Edit curvature and just like
change the curvature. Here. There we go. Very important that we have
like a straight section. Again, as you can see
here on the concept, it's actually supposed to be a little bit longer or higher. But one thing that we're going to have this
as this thing, it's going to float
to the other side. I do want to include that or at least give the
approximation of it. Now, I do want to round the
corners a little bit more. So here's a quick trick. We can add a couple of lines. Here are a couple of points. You can see it's on both sides. And then select this point right here, right-click
and convert, tweak or print, of course,
change the curvature. So it's a little bit softer. That way we get a sort of
round the flag down here. Yeah, This is the
attachment points. So how are we going to attach this thing
to the strep swell? The ideal thing would
be for disrupts to be liked at the sites like
this size right here. So we need to discount the distance of this thing from the
elements, right? So I'm gonna go to my section
elements for my sake. But patterns, as you can see, that distance is 84.2 times two, that would be 168.4. And that means that
I need to remove a 168 units from this
piece right here. So I am going to
grab this point, I'm going to split, let's just split
the halfway point. So 84.2. So I'm gonna go here,
split by length 4.2. I'm going to make sure
that this is going on the proper side, which it is. And then same thing over here, split by a length 4.2. There we go. What did I press? Let's do it again. My life. 84.2. And we just want one segment. We want to reverse
this, sorry, reverse. There we go. So cute. Okay, and that's it. Now to
save a little bit of time, I'm just going to use my
internal Polygon Tool. Go from here to here.
You just hit Enter. From here to here. Enter. Grab those second points. We're going to cut. We don't need to. So
because we're actually going to be eliminating
this piece right here. Now, since, since
we're not gonna, we're not gonna move this
thing to the other side. I don't want to extend this
thing a little bit more, but we'll do shortly. So let's align it right here. And let's use our
free sewing tool. From here to here. From here to here. There we go. Now if we simulate,
as you can see, this thing is holding
nicely here on the left. Cool. Now we're gonna do the
same thing down here. We need to remove
this space right here so that it flows nicely into the rest
of the elements. So if we, again, we check
the distance is 58.7, roughly 58.7 because it really
doesn't matter that much, but just keep in mind
that it's about 58.7. So again, we go here, right-click split
by length 58.7. Same stuff here. Split segments or by length
58.7, we're gonna reverse. We're just going to
use our internal polygon line to bring
this thing down. Enter, from here, down, enter. Select this guy and this
guy right-click and cut. This thing are here. We easily. Now again, which is bring those things
on a pattern like up here. It looks nicer. We use our free sewing
tool to go from here up. And I'm gonna try
to go from the apex up so that we don't create
any weird like pinches. If it's not perfect, don't
worry too much about it. There we go. That's it. We have
the base of our, of our leg armor right here. Now, as we can see
here in the reference, and there's this little back, and we need to
create a little bag but lived back lips inside this sort of like a border
that's sewn into the, into the elements,
like, kinda like a ham. So I'm going to grab
my element right here. Well, I mentioned that I
wanted to expand this, so I'm going to do like
a little bit of a round. The fact that we're here,
I'm gonna grab this guy. I'm gonna say offset,
pattern, outline. Let's say 20 millimeters. I think it's gonna be fine. Then I'm also going
to round that thing. So I'm going to add
a couple of points here and then select that point and convert
to a curve point. And then check the curvature. And just move it in
a little bit more. There we go. Just a little bit rounder. Now this whole thing is going
to have the silhouette. So I'm gonna grab the whole
thing. Just right-click. I'm gonna say officer, this internal line, five
millimeter seems good. It's gonna hit Okay. As you can see, it's
straight right here. That's fine. I mean, if you want to modify some of the points right there, we can also do it. They
duplicate it twice. No. I think I do want to
change some of the points, so let me see if that
point right there. It's kinda weird and we had
a couple of extra points. That's fine. Let's
try it. Let's try it. Let's see how it works. I'm not sure if that's going
to cause an issue later on. I'm just going to
right-click and I'm going to say colon this pattern. And this is where
we're gonna start building our little back. This is part of the back. So here I am going to go into pattern line again
and turn a polygon line. We're gonna go down here to about where the little pouches. So we're gonna say
something like this. Select that pattern line again, right-click,
Right-click to split. That's always mess it up. Cut. We don't need this upper side. No need. But actually no, let
me let me go back. I'm going to tell
you why. I need to make sure that I have the
proper spacing right here. So it's gonna be a
little bit better if I first clone this thing. So I'm gonna grab
the whole pattern. I'm going to
right-click clone over. I'm going to say Clone
layer column. Over. There we go. So that's gonna give it
a little bit of volume. It's gonna make it look
a little bit puffier. We know that that's
what happens. I'm going to select the pattern. We're going to right-click and say removal linked editing. So this thing is just like its own shape and whatever I do to the shape doesn't like
transferred to the other shape. This shape. Here
we're going to use our internal polygon
line to draw. The bag is actually gonna be, it's gonna be that
section over there. This last section that we asked, actually going to go
a little bit higher. So Rob live out there. There we go. Now, we got this
piece right here, the pattern
Control-C, Control-V. I'm going to grab this line. This line right
here, right-click, extend trim to parent
outline. There we go. Grab it called ENSO. I actually just
cut, that's fine. This is gonna be the
basis for my little bag. As you can see, it's not
going to be, what's the word? It's not gonna be
perfectly straight here. But that's actually
something that we see here. You can see that there's
a little bit more cloth right there, so it's fine. We
can work with that. So now, as you can see, this is looking a lot nicer and let's start building
the little back. You guys remember how
we did the pleats? When we did the pleats back
in the pocket section, we're going to do
something very similar. I'm going to go into
my Edit Pattern. I'm going to go
internal pattern line. Go here all the way up. And there we go. And then I'm going to, That's
gonna be my center, right? So what I can do here is I'm
going to select this cotton, so that's half of the
element that's important. We can't, we can't change that. But what I can do is I
can start extending this. Here. We can decide
actually let me go back to thing with
the best option here is because we want to make sure that we
keep the same front distance, but we wouldn't
expand the sites. First of all, I'm
going to select the shapes and I'm
going to delete them. Let's say we have two
lines over there. It's weird. I think we're gonna
do with the pockets, so I'm just gonna grab
this guy. This patterns. This one's right here. I'm going to right-click
and I'm going to offset pattern outline. Here. We decided how thick we
want the banks to be. This is relatively fixed. I'm gonna go for
like 40 and heat. We're gonna do unfilled corners. Or in this case, we can just do the four corners
and hit OK. Now, this little guys right here, remember when we're doing
the address and stuff like what kind of thing we can
create with those elements. It's kind of like
the medieval shirt, doesn't like Apex thing is
that we had at the back. I'm going to push us up. Well, again, we can we can just try and move it or
delete it or something, or we can create
like a little dart. I think it's a little
dark would be fine. But to do that, I
definitely do want to make sure that
this is symmetrical. Let's make it symmetrical. Again. It's just going to grab
this guy and let's see if we can cut this. Cut, grab one or the other, and create the light blinking. Oh, there we go. Now we can grab this guy again. Just March. There we go. Now this little pocket
thing is submerged. I'm gonna go to my
internal polygon lines. I'm just going to create a
small little dark there. I'm going to call them. So just to remove that little round coordinate
because the round corner, it looks good on
the pocket here, but it doesn't look
good over here. Now, technically. Technically, and I think I was thinking about
doing it the dark, but I think honestly, it's gonna be a little
bit better to just get the point like there and
then delete this points. That way we have a perfect
bucket segments sewing. We're gonna go from here
to here. There we go. We definitely need a couple of internal lines on
the edge right here. Like going up. Those are the things
that are gonna fold. And of course one, right here. There we go. Now, we need
to do is we need to, of course, a folded thing. Now, I'm not sure if
I mentioned this, but in the simulation
properties, we can turn the gravity
off so that when we simulate things just
like seemingly right there, it's not really
doing what I want. Let's check real quick. Let's check our swings.
That's working fine. The thing that we
need to do, and I do remember that we
talked about this before, is we need to change the the
angle right here, right? So we're gonna change
this to like 90. And this angle is
going to be going in. Okay, it's trying its best. Thing is this working? Let me let me remove
limit. There we go. I'm gonna grab this guy
and I'm gonna remove the light blinking or the length editing it because that might be like doing things for ANA. See that it's a sewing. It's wrong. It was reversed. So we're just gonna go here. Segments sewing, we're gonna
go out, out, out, out. There we go. Now I do want to select especially like
this outer edges. And I don't want to change
this to the following list. Perfect. Now when we do this, we
got our nice little, nice little pocket, like our nice little, nice little back. Now of course, this looks
a little bit rounder, and that's something
that we need to check. What are we want to have it rounder or one habit
like a rough like this. I do think we want
to have it round. So that means that
these two guys especially should be a 180. And as you can see,
that's gonna give us a more of a round effect. And we can even
delete those lines like we don't really need them. And that's going to give
them a router effect. However, and this
is a tricky part. On the top it seems round
and then on the bottom there's this sort of like
extra clotting right here. So let's see how
we can build that. Now that we have this,
we can actually saw this into our main patterns are
like pattern right here. So behaving weirdly. It's going crazy over there. Why did receive the
darts or something? Really weird. Let me, one thing I'm gonna do, I think I'm going to
delete the under for now. I'm gonna grab this
guy and deleted. And let's just make sure that this there's no showing here. So let's just resolve
this. Let's do free soil. From here. Again, kind of like grabbing the top
part right there. Probably a little bit
lower though. Yes. Beneath the point. I just want to delete
the undertook to make sure things simulating
the best possible way. Because sometimes, as we know when we have
like extra layers, things can get a
little bit tricky. So again, I'm just going
to go here to the sun online. Let's go to that point. I think it's an easy
point to remember. That way we can make
sure that things are a little bit
more symmetrical. Here we're gonna, we're
gonna go to this point up. That way we avoid the
little corner piece. And that should give us more
stability on the element. There we go. Now, as I mentioned,
we can free. So this thing is right here. So we're gonna go from there. I'll see it's not getting there. Let's start on the bottom part. Because the curvature
did change a little bit. The blue point might not
be under specific point, which is not the
end of the world. But just keep in mind that, thanks Mike Berry,
they're a little bit. And we go there. Cool. So now when we
simulate sedan, however, nice little pocket right there, building some of the,
some of the effect. Now, as you can see
here on the reference, the pocket on the
top, it has a cap. It's it's it's a
zipper like pockets, not a flat pocket or anything. We definitely need to
build that as well. So how are we gonna do it?
What do you guys think? Well, probably the
best option is to first close this whole, like we have this
part right here. And we know that the
distance in this segment is 7070 or we go
here, it's a 128.3. I'm going to create a
rectangle with 128.3, let's say 40 millimeters. Because that was when
we did the size here, 45.3 millimeters was
was the the size. So let's change
the length or just describe this in 45.3
as close as possible. Like a couple of decimals there. Most of us are not
going to 45 points. There we go. Okay? Now the problem
is this top part, one, we can very easily. So in this case, the wall here. I'm gonna go there. Well, you guys know what I mean? Like we can we can show it to that line right there. Again. Deadline. There we go. Again, we've
simulated, that's the, that's the world
flat on the top. But this flapper should
be round in order to match the total length that
we have here on this segment, let's delete those
points. By the way. I really don't
like extra points, so let's delete them. If we take a look at the
length of this thing, you guys see that it's 207.9. This guy is, I am
going to right-click, I'm gonna say extent from and
to pattern outlet and that point so that we can select
those segments by themselves. This is 207.9, but it's a curve. It should be 207.9 on our curb. Right now this one's
a 126.3 or sorry, in this case, a 128.3. So I'm gonna select this points, right-click and convert
them to a curve. If I check the curve,
this is 237.7, which again compared
to this one which was 207, it's a little bit too long. So I'm gonna grab this guy, changed the length, I'm
gonna say turn seven. And I'm going to select both. And I'm gonna say locker points. By saying locker points, the points like this distance, the distance for the original
line should be the same. We're only changing
this things right here. Now, since this is a
cylindrical object, we should be able to grab our free sewing tool
again, like this. And just so this together. Then you've got this sort of like a round
shaped bag right here. Cuckoo, cuckoo. Let's just definitely give them, get this a little
bit more resolution. So let us say ten
particle distance. So we get a couple of more. Just a matter of pulling
and pushing a couple of the elements in and out that
we can create this nice, Very nice little pouch. Now on the reference here, you can see that on the
inside we have a really, really strong like a like
song, song line, right? So I'm gonna go into my
internal polygon line. Yeah, I would say
right about there. Probably a little bit less. There we go. I like that one. So
I'm gonna select that one. Here's what I'm gonna do. I'm gonna select
the whole pattern controlled, Control
C, Control B. And then I'm gonna select
that line right there. I'm not gonna do over, under, I'm just going to cut and
so delete this piece. Delete those internal
lines which we don't need. And I'm gonna make this
thing just slightly, slightly, a bit longer. Because we know what
happens when we do that. The particle distance
for this one is gonna be really low, so like a three. Now we're just going to show
this thing on top here with our sewing line, with our Zhong. I'm just gonna go
from here to here. Just going to be from there. All of this. I know that it's not the
exact length. That's fine. Because we actually do want
to generate that sort of like little wrinkly effect
on that specific line. It looks like it's like
reinforce or something. There we go. Let's help it there. What we can do is we can
select this right-click and say superimpose over. That way it's gonna be
on top of the object. That gives us a really, really, really
nice effect there. Because it looks like this sort of like reinforced element. Now we have the separate. We need to divide the separate so the business of running
a little bit long. So I'm gonna stop the
video right here, guys. Don't forget to save, of course. And I'll show you in the next thing I
know how to do that. That's super so hang on tight and I'll see you back
on the next one. Bye bye.
33. Military Bag Details: Hey guys, welcome back to
the next part of our series today we're going to continue
with the military back. So let's get to it now
before we continue, I actually want to
add a new fabric. I'm going to change the
color here to like a, like a military green color just so that we can see
things a little bit better. And especially for the
back and the panel. Like the back of the panel, of course there's little flap. I'm going to assign
that material. And of course this one as well. Well, actually now that I
want, I'm going to keep it with like a soft
fabric, but this one's, I want to go down here to the presets and I'm going to use the leather leather
effect because, because we do want this to be
a little bit more intense. So I'm gonna go here and just
look for the leather trim, full green letter. There we go. So as you can see, things are gonna be a little
bit interesting. Now here, we definitely wanted
to bring our gravity back. We already have linked the
main shape of the pocket so we can bring the gravity
back. Just hit Play. There we go. A little bit tense though. I don't know. I'm not convinced. Let's go back to the
original fabric. Yeah, that looks a little bit. I mean, it looks better, but
it's way, way too loose. Well, we could do though is
we could grab this and maybe, maybe just like a strengthening
this a little bit. As you can see, it it
makes it puffy him. I'm not sure if
that's what I want. Let's keep it like
deflated for now. While the super for the zipper, first we need to
divide the upper part. And again we're going to use
a internal polygon lines. So right about there, I would say here,
I do need to cut. So I'm gonna select this line
right here and I'm going to say call them so, or
actually just cut. We're just going to
cut. There we go. So the top part of this thing is going to
look more like a cylinder. And the bottom part is gonna
look a little bit more like a straight line. Actually, this line right here, I'm going to delete,
we don't need. And that way this thing is going to look even more
like a cylinder, which is what we're
going for right? Now. Of course, if we do this, this thing is just falling to
the ground, which is funny. Let's go up here. Police, there we go. I'm gonna grab this
piece of fabric. There's some other
options we can do here. We could go a little bit of
shrink and RAF are weft. There'll be also a here I'm going to select
the bond wellness, another one that we can use. And with bonds selected, what's going to happen is the, the elements is
also going to try to remain a little bit more, more stable as you
can see there. Now, as you can see
that the bag is open. It looks really horrible. So we need to add
the super tricky, I believe in you guys have
tried this a couple of times. One of the most common mistakes
that I get with that I tried to do this
upper on the 2D view because I'm so used to
working on a 2D view, but it's not the way to do it. You actually have to do
it here on the 3D view. So I'm going to select
all of these pieces and just move them up and out. So that I can see
the opening here on the math of this
in this thing. And now I'm gonna go
into my super tool. Where is it here? I'm going to start here, and I'm going to trace the
line all the way around until we hit the area
where we want to stop. And here's where it's very
like context-sensitive. So as you can see, it immediately
starts to jump there. I don't want to do that, so
I'm just going to stop it where I think it's
going to stop. Just against stress it. So he was trying to
go to the other side. Don't don't let it do that. Double-click to select
the first super segment. And then on the top side. Again, it doesn't need
to be all the way under the beginning because you'd be like right about there. And now we should get
like a blue line. We trace this was gonna
say all the way there. Didn't respect the
other one. That's fine. So again, you can see how I mentioned that it was
gonna be a little bit tricky here
for the separate. We go right about there, that will click and
then we go there. There's a blue line,
and there we go. Double-click. There we go. Now the super is done. Now
the problem with the Sippar, as you can see as
it's sometimes and I don't know why it does
this, to be honest. Sometimes that
happens, sometimes it doesn't the Cyprus
the other way around. And yes, you can select
the little handle for the super and try and
change this here on the opposite side or
reverse direction. Uh, but it just doesn't
work as well right now. And I'm not sure if I've
mentioned this before, but I normally don't use supers because they separate
is just the texture. See that? There's no geometry there. It's just a plain old texture. And the problem with that is, it looks horrible on the, on the, on the final renders. Even like now I'm tempted
not to use the zipper. So I'm gonna show you another alternative
to the slippery. If you want to do the
super, that's fine. But in this case I'm
just going to go back until before
we did the cut. There we go. Yes. We're going
to add the line. Get if you guys want
to do the super, your own little
pocket, Go for it. I just don't think
it looks good. That's where the shipper
would be, right? So I'm going to add
two lines right here. Enter another line. I'm gonna copy this pattern. You guys might already have guessed what we're
gonna be doing. We're going to select
those patterns. Cotton, so to get
the little lines, we don't need any
of those points, but by now, we're gonna
make them slightly longer. We need to give them a
lot of particle distance. Look at three. We just saw them. Again. We're free sewing tool. We saw lower part. The upper part. Then this one. The lower part. Which very careful care. I think this parents
are not extended. So I'm just gonna say extended
that to put an outline. There we go. Let's try this again.
Let's make sure that we don't have any settings. So I'm going to
select the songs here and just delete them. You see, you see
how I accidentally sold two of them together. That's of course
not what we want. So we'd go down there. And then up here, up here, down here. That same line. This one. Careful there, same
direction always. There. We now we just simulate. As you can see, We're gonna get like a
board there, there. Still this strap, man. I'm pretty sure I selected
that solidify thing and not working properly. I mean, another
thing we can do in this case is just like preset. Nothing wrong with grabbing this pieces of a strap and hitting Control
K to freeze them. And that way the packet
is not gonna go anywhere, like back here. So I'm
gonna go anywhere. Cool. Let's do this superimpose
thing because you can see it's having a little
bit of a hard time they're trying to
organize itself. So right-click
superimposed over. And now when we do this, it should look a
little bit better. It seems like this piece right
here is not properly sewn. I'm just going to delete it. Let's redo this one looks fine. I think one looks fine. We can leave it
that other one and it should look up. Look okay. And then if you want to go
and you're going to do this, we can go here to the
hardware for instance, and we can try and look for like a zipper or something and
just added here on top, but it's an actual mesh, right? So that might make it
look a little bit better. Now, the other details that
we have are of course like this velcro patch and I
really like this border. His colleagues looked
at BYU, right, another little element
right here on the object. And it comes from
this main player, like this main shape right here. What I can do is again, I'm just going to
select this guy and say extensive enough points or just add points to intersection. So now all of the
points to exist there. And I'm just gonna grab
this guy right here. Let's do the same thing. Just do everything, or for
the pieces not working. Okay, Let's just got lies. And again, at
points two sources, so now they're all
like intersections. So we've got this
guy right-click. It's not letting me
copy it. No problems. I'm just going to
Control C, Control B. Copy this. Let's just read mesh that. We have a little problem
here where the superimpose, grab this and then
superimpose over. Come on. Let's just superimpose
over again. Same for this. There we go. So this piece right here, I am going to again
colon, colon. So I just took
them out of habit. But of course, if
we delete this, the soil in Saigon, now we
just have this single piece. And I'm not just going
to what's around, not just going to paste it. And that said because
if we do that, that's not really going to
look as nice as I would like. As you can see, it's kind
of like this or like rounded, rounded edge, right? So we need to add a
couple of edges here. I'm going to select
the whole thing. Right-click. And I'm gonna say after
this internal line, you're gonna hit Okay? And then this edge right here, I'm gonna change the
direction a little bit. Let's start with
something like that and see how that looks. Now we, so here we
can use segments, sewing, loop. There we go. It's
getting us this sort of like hard edge effect. And again, it's
just going to Alice a little bit like a paneling
to the whole thing. Let's change that. Let's see if we can change this. Because I know if I bring
this all the way down, it's going to look like
really, really sharp. Let's see if nothing we can keep it around like
really close to the 180. Just like a little bit
of extra paneling there. Because we're still
gonna have this, these elements, all
of this support. So now we have this velcro
panel as well here. Now this is the front panel, so this is the one that
we're gonna have to do. Now that I say that maybe
again after reviewing this, even though deadline looks cool, with all of the other effects
that we're gonna be adding. Maybe we don't need
it and instead what I'm gonna do,
let me delete this. Delete this. Let's split this line. I'm just going to say
here cotton and cotton. So here on the soybean lines and there's an
option that we have. If we go to the sewing lines, this one right here, right
now it's set the customer, we can select this to churn. And changing this to churn sometimes makes it look a
little bit round, Roswell. See that? Yeah, that helps
a little bit with the overall shape of
this, of this guy. Because again, we're gonna
be adding a lot of lines and it's gonna be a lot easier
if we keep this like this. Now, again, I said I
just mentioned that, as I just said, that we're
gonna do that at the end. So let's take a look at
the reference again. Here. This one right here, and we have 12345, so it's five, but we skipped the fifth here and add the fifth here, right? So I'm gonna go into my polygon lines,
internal polygon lines. Let's draw the first one. Enter. Let's do the border, things,
something like that. Otherwise, you're
not going to fit. Grab both lines. Right-click, copy, paste or Control C,
Control B, right-click. And we're gonna say
number of spans. Let's make sure that we're
going like straight. We have five copies so for here, and we need to be very
careful about the spacing, otherwise they're
not going to fit. Right about there. Hit Okay. We're going to be all of the
lines that we need. And then again, if we take a look at the
reference on the front, we have 1231233 lines and
other side we have two lines. So I'm gonna grab this guy
and this guy right-click. And I'm going to say after this internal line along
curb, three segments hit. Okay. And then we're gonna
select this guy and this guy. Yeah, it's not a single section, so let's select, we will let's
select all of these lines. The way they're not, not those ones because that's
supposed to be the super. So just right-click
and I'm going to say at point of
intersection so that now there are intersections
and that should allow me to grab that line. That line there we go. Right-click again, obviously
this internal along curves and this one's
going to be to hit, Okay? Do the same thing here. Right-click after the long curve to hit Okay? There we go. Now that means that
we have all of the insertion points are ready. And from here we can
extract the bands, right? So it's also
important to control, to be concerned C,
Let's start cutting. Cut and sew. Goodbye to that one. I wanted 2345. There we go. Select this guy, this guy, this guy, this guy, and this guy. Pretty much all of
them to be honest. Cotton. So there we go. And we delete the
intermediate pieces. Yeah, that's it. This
is sort of like the, the actual sections that we need to show into the,
into the element. We've done this before. Let me add another fabric
here and just apply it to them so that we have a
different color and we can actually see
what's happening here. There we go. And the disguise, as
you guys already know, are gonna be sewn into
this element right here. And once that thing is in place, we're just going to,
what's the word? We're just gonna use a clone over to give them a little bit more volume and
have a little bit more like lift to
the whole thing. I'm gonna, I'm gonna
keep this again. I'm going to do this
off camera just to save you guys a
couple of minutes. I know that we usually record every single piece of evidence, just some really boring. It's just like
stitching everything, like going to the specific part. The other thing that we're
missing is the velcro patch. So that tells me that
this piece right here will only go to the
halfway points right there. In this thing we're
not going to see. And it's gonna be the other
way around with this one. We are only going to have, we're only going to have
the interior one like this. So those are the stripes that we're actually
going to be seeing. Which means again that if
we go here to this area, this is where we will
have the Velcro patch. So let's just add an
internal rectangle. Like right about there. We go. Select that pattern, right-click colonists pattern. That's it. We just, we just saw
this free service. Back into the little
section that we created. They're careful there because there are so many points now. We can just look. So the whole thing. There we go. On this one, we're going to right-click again after
this internal line. Probably like two
millimeters hit. Okay? And then this piece, we're going to the
whole pattern. We're going to
right-click and lyrical, and over there we go. So we simulate. That's the bulk of patch. Right there. It seems like either I didn't
like so it's correctly or you think I didn't
show so it's correctly. But yeah, that's
pretty much it ends. Finally, we're gonna
do the same thing on this side or on this
pattern right here. Instead of doing the
layer clone over, under, I think I'm just going to
add the little borders, so I'm just going to
duplicate this thing. Then select the shape
Right-click cotton. So just delete this
thing right here, and we're going to
use this again. We definitely need
to increase the, the particle distance
for this thing. Really, really, really low. So like a three that
we're just going to free. So this, We're gonna free. So this, this the inner side. The inner side. There we go. Let's start helping this thing. I love it again. We just select this guy, right-click and
superimpose over. Closer. A little bit weird. I'm not sure where that
one is looking like that. But yeah. I'm just gonna go into
the what's the word? I'm just going to
finish this off camera. I guess it's just the
little detail here. And in the next video we'll
finally this by getting into the character and the
just attaching it to the leg. Hang on tight and see you
back on the next one.
34. Final Assembly: Hey guys, welcome back to
the next part of our series. Today we're going to finish up our soldier with
the final assembly. So yeah, let's get to it. This is the final result
folder, little bag, and you can see all of
the different elements are now pasted. And that was just
time to see how this looks on the
character itself. So we're going to open the
project and work in that, open, the big one,
the big uniform. Now, I must warn you, or at least let you
guys know that we are working with a lot of
things with law simulation, a lot of patterns
on level of fabric, a lot of stuff, right? So sometimes if your computer
is not strong enough, you might be struggling
a little bit. If that happens to
you and you need to use his clothing and other
software or something, which we're gonna be talking
about in the next chapter. Tried to do it in parts
right now I'm combining everything because my
computer allows me to do it. But yeah, just just keep that in mind that
you can actually do this as a separate piece
of so let's import this. We're going to add
only the garment. And as you can see,
it's a right there. The first thing I'm gonna
do immediately after this government comes in and I'm just going
to change later. So like a four or something necessary to go all the way to 444 is fine because I don't remember everything
else was in layer 0. Yeah. Let's see related, Let's see how this goes. As you can see this
thing, push us out. And normally that we're going to start
creating some really, really nice wrinkles
here as well. On the pants. It's working. It's working. Well. It was like,
oh wait a second. Second We did the avatar. We lost him. Bring him. There we go. Now let's just
similarly it again. That way only the back
should be like pushing out. We can help a little bit. You can see it's becoming quite, quite slow, perfectly normal. Now one thing we can do is
we can stop this simulation. For instance. The best you've
Control K, Control K. And that way we
only need to worry about this lower
part right here. Maybe now it might
be time to grab these two guys and
the other frozen. My bad, my bad
There were frozen. There we go. Now they're out.
And as you can see, it's trying its best to follow the forms of the of
the leg. There we go. Now, I do not like
rotate this around. So what I'm gonna do is we're just going to grab
the whole back here. And over here. I'm
going to let rotate this and get it in there. And up here, we had to
scale it up or something. This will be the moment to do. I don't think so.
Let's give it a go. There we go. Let's give it a little
bit of frozen again. You know what the other
section was frozen? Control key. There we go. Should
be pushing out. There we go, finds its
way out of the layers. And that's his best to just greater than nice form
are there around the leg. That's, that's pretty much it. Now you can see some
of these patterns are having a little bit
of a hard time, so just give them a help
right-click superimposed over. We're going to get a better
effect there on the back. That's it guys. As you can see, this is the final result. I'm just going to
grab everything here. Control K, Control K. Nothing is there. Grabbed everything again
and go to layer one. Now, as I always mentioned on
my courses, not impossible, but it is tricky for
me to share all of this information in a
manner that's of course, entertaining and
efficient to you guys. For this character, I
think we spent probably like two or three hours
are doing the whole, the whole outfit, all of the different
elements and stuff. If this was real production, I would probably spend up to a week doing all of
this things like, It's a lot of work. I did this a little bit fast. We skip a couple of
things here and there to make sure that it looked
as nice as possible. But things like this, especially for
production for a movie, for a series, for B, the
gaming for this is gonna be the main character is
something really important. You want to take your time. So be patient guys, that will be my best advice for this final part of the garments because we're not gonna be exploring any more
tools are right now. Instead of marvelous designer, we've pretty much covered everything that
we have to cover. So make sure to practice a lot. Make sure to use all
of these examples as sort of an exercise. And if you want to challenge, the best thing I
can suggest guys, is just look for a government, be it from an animate, from a game, from something
and try to replicate it. So for instance, I don't
know like there's this thing called willfulness or I don't
know the name in English, but let's just gestures. Gestures. Maybe I
tried myself in, Hey, how would I do
like the gestures hat? How would I do this
thing right here? How would I do like
the socks or shoes? Even challenge yourself with
all of the things that we've learned so far to create
something from scratch as, as you saw throughout
this exercise row, this five chapters. Marvelous designer is very
simple regards to the tools. There's not many tools
available there, so of course a lot of them. But what I mean is it's not
like hidden menus and stuff. It's more about knowing
how to approach different governments
in order to create whatever you need. In the next chapter, guys, chapter number is
six final chapter, we're going to be talking
about different ways to export this thing
into other softwares. So we're going to export
this thing tomorrow. We're going to export
this thing like the garments to Blender
and we're gonna x squared. This thing is to marmoset this. Well, I'm gonna be
showing you how to do a quick setup for each
of those renders. So if I'll talk about that on the next video and the explanation on how
to export. Thanks. Yeah, that's it for now guys. I'll see you back
out the next one. Bye bye.
35. Zbrush Integration: Hey guys, welcome back to
Chapter number is six to the organist started with all
of the integration tools. So I'm gonna be showing you several different
workflows and how we can bring all the
things that we've created here into other
softwares, right? The reason you need
to understand, or do you need to see this
is usually you're not going to be doing just a garment here instead of a marmoset
than that sit. Usually this thing is for either a game commercial
films, something. The garments are gonna be either simulated further
on some whales, there gonna be a baked into
normal maps were a games. They're gonna be rendered
in other softwares for production or promotion
or commercials. There's a lot of
different things that you can do and it's
important that we know how to bring things in and out of the software
to also like fixed. So for instance, you can see
there that we might find a couple of things that are not working exactly as
we would expect. So today I'm gonna
be talking about ZBrush integration that how to integrate all of those
things with feverish. Let me grab this guy
right here, the shirt. And by grabbing the sharing
going to say File export, and we're going to
export into an FBX. I strongly recommend that you
export things into FBX is just because they tend to be
a little bit more complete. They have more information than a simple OBJ for instance. And we're going to call
this many people shirt. Now, this is not difficult, like the most tricky part
is this one right here. So here we need to decide how we want to export this
elements into, into ZBrush. Do we want this to
be a single object, meaning just like everything
combined into an object, or do we want each parent
to be a different object? In this case, I'm going
to select single object. Do we want to keep the points on welded or do
we want to welder points? This is very important
and it will depend again on the types of workflows
that you're working with. But more often than not, I've found that Well
that works better. So I'm going to keep the wealth. If you have a thick surface like the leather we have
here for the brace or you're gonna select thick, but in this case we're
going to select thin. As for the UVs, you're
going to be this, whatever you have here, That's gonna be your UV
map. Pretty much. Usually I like to modify
my UVs and arrange them in a different position
inside of Maya or any other software. You can select the decisive. It really doesn't
matter in this case, because we're not
exploiting any, any map, which by the way
you could if we were to select for insulin,
have a diffuse map. This is what we're going to get. Now as you can see, the UTMs or this is
going to come like export into you them
type, which is not great. That's why I don't usually like to export our textures from here because it's a
little bit easier to just read texture them later on. In this case, we're
not going to export anything and then just hit Okay. As you can see, we're
exporting everything here. If we take a look at our
Chapter project files, chapter six, this is the FBX, a little bit heavy because there's a lot of
triangles of course. And now we're going
to go to ZBrush. Let me open super short quick. If you're not familiar
with zippers, by the way, don't worry. I wanted to make
this extra chapter. I consider this to be
the final lecture of chapter because we cover
so many softwares. And I, of course I understand
that not everyone's gonna have familiarity
with all of them. So just jump to the video that fits whatever you
are trying to look. Here. I'm going to
just get import. Let's go to Chapter six again. We're going to improve
this shirt right here. If you open this important, do we want to import anything? And I'm just going to
keep it like this. I'm just going to hit okay? Right now I don't want
to import anything. And as you can see, we actually imported
everything right here. Now, here's the problem, though. As you can see, this
doesn't look too nice. We do have a lot of triangles. I mean, the folds and everything are looking quite, quite nice, but it doesn't look the way I would like
to chew, to look. And the way we're gonna be
fixed in this is a first, we need to divide all of them into their respective softwares. You can also see that the
razor that we have or didn't really do it within
the exponent properly. The stitching is geometry. That's why I don't
like using stitching as much I preferred to
do that at the very end. So the first thing I'm going to check here is
if I turn on my poly groups, you're gonna see that everything
is the same poly group. But if I go down here to
my poly group options, I can select this option
called auto groups, which is going to apply a
single polygon to every, like, every different, like
all of the different pieces. Right now we're only
focusing on the shirts. I'm gonna right-click
and control and shift and on the
element to isolate it. This is what we got. And what I'm gonna
do this, I'm gonna, I'm gonna say split,
split hidden. Now this shirt, it's going to be its own sub tool and everything else is
gonna be down here. Now, this is where we have. Again, it looks horrible and it doesn't even matter
reviewed dividers. And if I press Control
D, Let me by the way, let me turn on the shortcuts. There we go. Even if I divide a
couple of times, we're still gonna get that
sort of like cardboard. The effect, that's how
I like to call it. It's like a, like
a cardboard thing. Here's what I'm gonna
do it, Here's what I recommend whenever we're
working on this sort of thing. I am going to divide
it a couple of times just to give it a
like, a softer, softer look at all of the clauses connected,
which is important. So if I take a look
at the polygons, you're gonna see that everything is pretty much connected. Like there's no holes, There's no like a
manifold geometry. It's proper geometry,
which is, which is great. We might have a couple of
extra little things here, but due to the clone
overclock under, what we're gonna do is we're
going to duplicate this guy. And on this top guy, I'm going to rematch
it CRA meshes. So I'm gonna go see Ramesh. We're going to click serum mesh. Now what somebody mesh does for those of you
that already used C, whereas you might
already know this, it will recalculate the surface and they will try
to create a new, a new flow of topology based on the direction
of the scenes, right? So if I isolate this
one right here, you can see that this folds, they're going in a, in a nicer
way than nicer direction. However, we're not matching the same amount of detail that we have on this one right here. It looks good, but
it's not there yet. You can also see that
this thing is right here. Since they are like
over and under, that would create
non-managerial geometry. So we need to be careful
with that sort of thing. Now, on this one right here, on the new one and the new
topology that we have here. Let me, which one is this one, right? Let's dynamic solo. There we go. That's the dirty one. Scrub this one. Did I not
I think I went back on. There we go. This one I'm gonna
divide a couple of times. I'm going to say
Control D, control D to get more polygons. And then with voltage
shirts turn on. I'm going to select
the new one and I'm gonna go into project. And we're gonna say projectile. What's going to happen is super. She's gonna sample
the high polygon that has a jury topology. And it's gonna try
to project all of those details to the clean ones. So now we take a look
at the clean one. You're going to see that we
recover most of the wrinkles. We get the proper thing. Of course, these
things right here are looking at horrible,
horrible, horrible. And again, it's
happening because of the over under layer. For those pieces you might
want to keep the order ones. I'm gonna go to poly groups. You can say other groups. As you can see, those are
different poly groups. I'm just going to delete those geometry and delete lower there. Sorry, not only
lower delete hidden. So we're gonna go
into geometry and then modify Topology,
Delete Hidden. That way we delete those
like little things. And then on this one, which was the dirty one, we can
do the same thing. I'm just gonna say. Poly groups. Let's
try other groups. It is welded here, so that's why it's having a little
bit of a hard time. What we'll just isolate this little pieces or export them as a separate pieces from marbles
and use them for the bank. Because even though we have reconstructed the
shirt right here, that doesn't mean that this is gonna be our game
already shared. It's way, way too high. But the cool thing
is now that we have clean topology like
squares and everything, we can divide this even further and we can keep on sculpting. That's, that's like
the big plots of the workflow that at any point, you can just continue sculpting
here instead of ZBrush. And all of these things
are gonna be baked down into your normal map once you properly reach,
apologize to this thing. We're not gonna go over
to Rachel bulgy process because that's of course a
lot more time-consuming. Right now. I just wanted to show you
how to properly bring the clubs here inside
of, inside of ZBrush. Now, sometimes you will find certain closet are
working quite nice. You can also try DynaMesh. The problem with
DynaMesh is that it will try to solidify things. So that's why I don't
really like it. I'm trying dynamics there. Let's see if it doesn't crash. There we go. So see how we close the things. Now, if you're eventually going to reach apologize this thing, you could work with this, and then just like we
apologize and bake from it, it's perfectly, perfectly fine. But I prefer to see
where measure methods, because all of this like
wrinkles and we have the right, there will be pretty much impossible to get any other way. That's for the, for the small
objects, like thin objects. Now for the big objects are for this guys right
here, like the eraser. When we export this thing, I wanted to export
all of the base. Well, let me open the racer
project. There we go. When you're exporting this, I recommend not
exporting the buttons. To be honest, if you can delete the buttons,
that's a little bit better. I would rather rebuild
buttons later on. And the reason is
sometimes that the bulgy gets decimated and
increase some weird stuff. So I really, really do
not recommend exploring. This becomes a
little bit tricky. However, if you have some
particular Bunsen, go ahead. Now remember we're using fixed that thick texture for this one. So when we're exploiting this guy's going to say File Export. We're going to export
this again as an FBX. Let's call this mandible eraser. Let's save. We're definitely going to
export this as a thick object. Super, super important
that we do it as a thick object because otherwise
it's not going to work. Now here instead of ZBrush, select this guy, say Import and we're going
to import the eraser. As you can see, we have
the bracelet right there with the
thickness that we have. Now the problem with
this one, this is, you can see we have the
stitching and as I mentioned, this teaching is real geometry. You can see the little
cylinders being created there. If it works for
you, that amazing. Just keep it. But again, those are the kind
of things that I usually prefer to redo here instead of, instead of ZBrush or
sometimes directly on the texture inside
of Substance Painter. So same deal. We're just
going to go poly groups. We're gonna say other groups. As you can see, we have all
of those different groups. Seems like we have an inner
group there on the center. I'm going to start hiding stuff. As you can see. I don't think it's
welded the points now. That's a no-no. So if you do get this where
there's a lot of points, you definitely want
to go into geometry. And then weld points right here, which should give
us a better effect. And now if we do poly groups, and then other
groups, There we go, we should get better results because right now before
this we had like a, like a really, really intense
division of poly groups. So as you can see now, we
select all of the paths. We only are left
with the stitches, I'm going to say group visible. So all of these teachers
are in the same group. And I'm gonna say split hidden. That way if I need
this teachers, they're by themselves
and in another group. And then here we can go to, let's give it a couple
of divisions to soften them up. Like this. Looks kind of weird. Let's go geometry. And we're gonna say DynaMesh. Keep groups turn on, secretes the resolution
a bit and hit DynaMesh. And there you go. Now from here, of course, it will be like the, we will need to go into
the sculpting face. So there will be sometimes
where the PCR will look like nice because of the shading and then you bring it in sewers
and then it's not great. But one of the cool
things about marvelous is that as you saw when
we did this piece, it was really, really
fast trying to create this piece instead of ZBrush could take a little bit longer. And I do think that we
get a little bit of help. And the like sculpting here instead of syringe shouldn't
be that much of a problem. Again, you just divide them and start adding all of the
different things that you want, zeroes you will definitely
lead you get into a more advanced level of
detail for a specific pieces. So yeah, that's
pretty much it guys. From here. Like you guys probably know the workflow for Maya and for
all of the other softwares. Bring the high poly, bring
the low-quality bake, and just continue creating
the assets you'll want. So again, this is just a chapter to give you ideas on how to
continue the workflow. Because more often than not, this thing that you
have here instead of marble Designer won't be the final piece that you're
gonna be delivering. Yep, that's it for this
first video, guys, in the next one we're
gonna be talking about substance painter. I hang on tight and I'll see
you back on the next one. Bye bye.
36. Substance Workflow: Hey guys, welcome back to
the next part of our series. We're gonna be talking about
the substance workflow. We're gonna be doing a very, very cool thing here
with our medieval cow. So this is the asset that I selected to show you
this workflow precisely. And we're just going to be exploiting this
thing right here. Now, as you can see, if we go into the amount of points that we
have, the wireframe. There we go. This is quite heavy and we
can make it even heavier. For instance, let's select
this guy is right here, where particle distance ten. Let's go to particle
listens five. So it's like really,
really smooth. This could be the acid
that we actually, this could be like
our high poly. So what I'm gonna
do is I'm actually going to be doing a
nice little trickier. But before I export
this as my high poly, I want to create the proper UVs. So I'm going to jump
here to the UV editor. And what you're gonna see
is that right now all of the patterns starting
in different places. So you definitely want to start bringing everything
into the same place. And the ideally, each pattern
should be like by itself. So as you can see, we have a couple of different
copies here. That's not something
that you want. The other thing, because
I'm saying is that the difference in texture
size is quite noticeable. Like this is the ribbon supposed to be the
remnants humongous. So let's make it smaller and just start bringing
the pieces here. So this one's go right there. These guys are
really, really small, so let's make them
bigger as well. They're roughly
at the same size. We can also bring
this into Maya. Unfortunately, we don't
have like an unfold. What's the word like
unfold option right here, we just have the UVs. We're going to have
to go to guesstimate the general size of things. Let's make this a
little bit smaller. Like that sounds a
little bit closer to the proper texture size. Now that we have this, I
can start making them a little bit bigger and kind
of like playing Tetris. We can start getting this thing into positions
that they might remember. One of the rules about UVs is island shouldn't be
touching each other. Islands shouldn't
touch the border. Islands should be as close
as possible to their size. The interaction should
be pretty close. Here I want to see if I
can grab two of them. Just got it like all of them. The reason why I'm doing this sort of like
the vision where, where I wanted to make sure
that all of the elements are, have their own space. Because otherwise
the normal map is going to start creating
a weird bake on things. So you don't want to have
double-sided things. Only do you need on
those who need them. So as you can see, we
have this squares. That's the double-sided
square on the the patterns. I mean, it's not the
end of the world if you if you do have them, I recommend having
a separate yes, it's a lot of UV space. And it might seem like
it's like wasted UV space. But it's what we need if
we want to have everyone, everything or every element
to have their own stuff. I'll do one over
here and then I'll show you how the bake works with all of the other ones so
that you guys understand this thing and
then we'll fix it. So again, move them
here so they're not touching. There we go. There we go. So this is gonna
be my hypothesis. So again, I'm just going
to say File export FBX, and we're going to
export this as medieval. Cow. Now to, I'm gonna weld is definitely a single object
is fine and just hit. Okay, So that's the, that's
the medieval cartilage. It works perfectly fine
and we have what we need. Now unfortunately, we can't, we can't bring this into a game. It's way too, way too heavy. A little quick
trick that you can use is you can graph all of the pattern pieces and select a high particle
distance like 20. That's as you can see, a little bit more resolution friendly. And this can be our low
polygon or low poly. So we're gonna say File export. And I'm going to export
the FBX and this is gonna be medieval call cow. I'm gonna say low. For those of you that are
aware of the general process, What we're gonna do is we're gonna bake all of
the details from the high poly into this low poly without
having to do the topology. Now this is not clean
topology where the way we could get
away with this one, because technically the rigor could solve this when
reading a character. But usually you're
gonna have to do like, you want to do like a
manual way topology. Now, let's jump into
substantial real quick. The way substance works
as we're gonna be using the racing substances
that we use for the texturing part
of this chapter back when we were
in Chapter Two. Two texturally these guys, but there's a couple of
extra things that we can add to make it
look even better. I'm going to create a new
channel or new project here. We're going to go chapter
six and we're gonna say, select the medieval,
call it low. K is fine, I'm just
gonna hit okay. This is where we
have the California, it's transparent on
the inside, but as you can see, this looks quite nice. It looks soft. It looks with a low, it has
a lot of folds and stuff. It looks really, really nice. I'm gonna go to textures and
settings, bake mesh maps. Let's make this up to k. And we're gonna
select the high poly, which is this one right here. We're going to go down here. And the only thing we
want to change this, I'm going to change the
anti-aliasing to two-by-two. And then I'm just gonna
say bake for fabric one. As you can see,
the software will grab that information and it
will make ambient occlusion, curvature, thickness like all of the maps that we normally
use here instead of, instead of morals
and look at this. I mean, just adding
him to the bush. And as you can see, it gives
us how far nicer looking. Cow. Now let's add a
very quick texture. I'm gonna show you a very
quick texturing process here. I'm going to grab this fabric. Let's do this fabric
aligned rough. Look at that like
just the amount of detail that we can get
here is gonna be amazing. I'm going to of course
increase this, let's say five. And as you can see, we get this, the seam lines should be on the same places
where this thing, where this thing
connects the patterns. So as you can see right
here down the middle, but it's barely noticeable, right? Barely,
barely noticeable. And usually if this is like a peasant and he's wearing
this thing on the fields, he's gonna get a dirty, right? So I'm gonna use a
rust layer here. Bring this up, right-click, add the black mask,
right-click at the generator. And we're gonna select
this dirt generator, which as you can see, it will immediately plays a jerk only on the
calculus of the thing, on the cavities of
the, of the element. And I'm of course gonna
change this to like an overlay and bring
the opacity dynamics. I don't want to smudge
there just a little bit. There we go. And we can play around
with the dirt level. We can play around
with the contrast. So I'm gonna keep it
really, really soft. And I can even right-click
and add a paint layer. And I can manually paint like certain areas where I want this to be a little bit dirtier. Let's grab this term right here. Has like a big
staying right here. Let's go for a softer
like this. There we go. I can just paint in
where I want this, like Cape, there'll be
a little bit dirtier. And this is what we
would do for a game. We will import the clots. As you can see, the simulation, everything looks
quite, quite nice. We would use all of these tools to add more story
to the whole thing. I'm gonna show you, uh, one
very cool layer, this one. I tried to keep it secret, but that's a really
powerful one. I'm going to have the
field layer here. It's just going to
be a wide layer, just a color information. I'm gonna generator or
black mask generator, and we're gonna use something
called a light generator. The generator is kind
of like pointing a flashlight on the character. And we can move the
direction of the flashlight. And then we can modify where
this thing is like heating. If you want to have a
layer of dust or snow, in this case, it
looks like snow. You can do something like this. But what I wanted to do
or what I like to just say I wanted to change
this to leaner Dutch. Then like a, like a nice beige color and play
around with the intensity. So it kind of looks
like it's a little bit washed out on the
top right there. Again, this has a
little bit more depth through the hole to
the whole cloth. As you can see,
instead of having just like this very basic fabric, we're adding depth with
the shadows and depth with a light that it makes it
look really, really cool. So, yeah, this is it guys. I know this is a very, very short video,
but as you can see, it looks quite nice. We could have been
activate displacement here instead of a substance. Let me see if we can do it here. I'm gonna go into
Display settings. I'm going to go to where's it? To the shader? Here it's supposed to,
oh yeah, this enabled. We didn't have the
skill. We're gonna do a couple more
subdivisions here. I just need to make
sure that the fabric has hide information. There we go. We can do a little bit of
height information here. It's going to let it, this
is a displacement map. So we're pushing the, the detail of the
object will be more definitely going to go
here to the height and use the layer slider to
control the intensity. But as you can see, it's going to give us a
very, very nice effect. So this is how we would texture a complete
cloth clothing. Of course, you will
need to do this for each specific part
of your object, but this or that extra energy
is gonna be exporting. Now as you start here and
you can see it here in the segments where we did
separate like this little line. We have some nice
bakes in the second. So the overlap, as
you can see here, there's a little bit darker. That's because things are like baking on top
of each other. If you want to avoid that, makes sure every single line, every single island
on your pattern, especially for the
over and under. Thanks. Everyone has this small space for themselves
because otherwise, again, we're gonna get
this very weird effect. But yeah, let me, let me show you here how
in love with a render. This is the IRA, by the way, which brings us into a
real-time rendering. And we can go here
to the options. Let's change the environment. I really like using
the Corsica beach. This is a little bit
more like consciously. And this is how you would
actually expect to see this. This is specific
garment instead of, instead of a game or something. Now, I actually want to show
you one more thing here. Inside of the substance, we actually have another tool
which is a stitching tool. I'm going to create
a new field layer. All the way up here. Look forward to
stitched short sit. Here we go. There. We have this stitches crossing. And if I double-click, I'm going to right-click
add black mask. Let's go into paint. Here on the paint layer,
on the paint element. I'm going to use this stitches. We're going to use
our spacing to here. Let me grab a
normal brush first. Basic hard. Right now what's
happening is of course, we've got the stitching. Go. Wait, wait, wait. I'm I'm I'm messing this thing. So give me just 1 second. Sorry, my bad. It's not the fillet here is
the paint layer that we want. So we're going to
do a paint layer here, which is
this little brush. And now under the
brushes here we're going to select this element. Let's reduce the distance here. And then when we paint, I'm not sure why I'm
doing it over here. Let's go all the way to the top. So again, paint layer,
double-click here. And that when we draw, as you can see, that's the
stitching right there. So we can just go here. Let's make it the stitching
a little bit bigger. And we can draw the stitch on top of
the element right here. Pretty cool. So that's how, that's why when we were talking
about marvelous. That's why I usually
don't like having this stitching on
the top stitch tool. I prefer to do right here
because as you can see, we get a really, really
cool effect look at that. We can really, really tight. Yeah, it just looks, it
just looks away way better. If you asked me the
same thing here, I'm just pressing Shift and
doing this whole pattern. Now, the cool thing
about patterns, and since they're
like really straight, I didn't have to
break my head trying to make sure that all of the stitching is
fall into place. We can just literally follow the pattern lines and
we're gonna get there. So for instance, here
on the, on the cows, we could try doing like
going around the cow. And now we're going to
have a nice stitching going right there for
our, for our character. Of course, as we've
mentioned before, you can invest as much time or as little time as
you want in each asset. The more time you
invest on two things, the better dirty
and look, but yeah, this is, this is how we
would use this workflow, this very fast workflow of exporting a high
version and then a low version of our assets here to Substance Painter to give
them a little bit more life, a little bit more damaged, a little bit more elements and create even better
looking at garments. Yeah, hang on tight guys, because I'll see you
back on the next one when now we're going to start, we're going to
start talking about all the different
rendering engines. We're going to see three
rendering engines. We're gonna see Maya, we're
going to see blender, and we're gonna see marmoset. I recommend that if you
do not know any of them, you still watch to
be too just to know like the gentleman basics of it, but just choose your
favorite one to create the final renders
for your pieces. That's it for now guys. I'll see you back
on the next one.
37. Maya Render: Hey guys, welcome to the
next part of this chapter. Today we're gonna
start with Maya. Before we bring the
cloth from marvelous. I wouldn't give you guys a quick rundown of
the render settings. Now, I'm not gonna go
into the Maya interface. I'm not gonna be showing
you where everything else, we're explaining
everything from scratch. I'm assuming that
those of you watching this video already know
a little bit about Maya. I'm just going to share
a really quick setup that we can do
here for our acid. And some of you might have
already seen this sort of setup with the ligand, which has been
famous because it's very famous called a
three-point light setup. We could do it a little
bit more in the, in a fashion style. The first thing we need to
do so we need to create an infinite background
is going to be super supreme important for the, the general look of our
elements right here. I'm just going to push
this thing up like this. There's a couple of ways to
do the infinite backgrounds. I like doing it this way, just to generate the
curb right here. And then when you press F3, this thing is going to
be some of the doubt. I usually don't leave the floor. I have a really, really soft curve on the floor so that it
looks a little bit better. Let's make it bigger. Push it
back and push it like here. Now, let's jump real quickly and we're gonna be using
the uniform right now. So I'm just going to
say File, File Export. And we're going to export
this as the as FBX, of course, for the SPX. And we're gonna call
this school uniform. And in this one in particular, I actually do want to save
this as multiple objects. The problem with
doing this though, and just keep in
mind that I'm only doing this for this
particular part of the exercise is that
these scenes of all of the parents are
not going to be welded. So if you tried to
do any other thing, the things that are going
to just fall apart. So I'm just going to hit. Okay. What I'm
hoping to get here, what I'm hoping what's
going to happen here is when we do the FBX or
where we import the FBX, we should also get
the materials. The materials are
gonna be important because with the materials, we're gonna be able to quickly select them and
assigning materials that are closer to what
we're going for. I'm going to select
this school uniform. And as you can see, we
have this right here. It automatically,
as you see here, added the materials that we want or just
different than yours, there's just gonna be probably just basic laboratory
function in this case. It's fine. But yeah, this is,
this is the one. So why do we need this? Because of course,
we're gonna do, we're gonna scale this
up so that it matches the overall tone right
here, there we go. Cameras, very important
to have a cameras, so I'm gonna select
the camera here, hit panels live
through selective. And finally shot for
our element right here. So let's look really nice, like fashion mode right here. Something like this. I'm going to rotate
this around a little bit and just scale it so
that we don't see anything. And I wouldn't go into the lighting setup where
the lightning part, one of the best sites that
I always recommend for light setups or for HDR is the poly Haven sites
in polychaete ribbon. We're going to go
here to the HDR. For those of you didn't know, high dynamic range images which have a lot of lighting
information that we're going to be able to
get into our characters. I'm going to go to the studio. And usually for this
sort of characters, we have like a really,
really bright, really intense a studio setup. So I'm gonna go for this one
right here is too small too. I'm going to download this. This is free by the way. I don't think we're gonna
have a problem if I include this on a 148 files. Of course, you would usually
say the project inside of Maya and then get
this thing in there. But I'm gonna have it here
on chapter six for you guys. Show this one. Just bring this,
they're perfect. Let me copy this path
because in Maya, we're gonna do is we're gonna
say Arnold lights and we're gonna create a sky dome
light on the color. We're going to assign a file. That file, we're
going to navigate to that chapter six and we're gonna select that a XR right there. Perfect, Now, you definitely
want to align this so that we pretty much match the
same way the thing is setup. So as you can see, this backlight is coming there and then there's
this thrombin, of course, movie than
modifiers as much as you want. But I'm going to
keep it like that. I'm going to go here to cameras. The cameras panels look
through selected so we can see the main
thing right here. And now the only thing
I need to do is I'm gonna say Arnold render. Technically we don't have
a lot of lights right now, but there should be more than
enough to see something. And as you can see,
this is what we get. Very basic light setup. I like it. I think it looks cool, but we can make it better. So the way I like to
make this or use this, HDR says I'd like to
use them as a base. So I'm gonna go here
to the options. I'm going to bring this
down to like a minus two. What that will do is it will
bring the exposure down. So now there's not
gonna be as much light coming into the scene, but we're going to have this
very nice ambient light over the whole thing. Now, I'm gonna go here into Arnold lights and we're going
to create two area lights. The first area light
is going to be like a big soft area light coming from this side,
from the right side. And of course, if we
take a render right now, nothing is going to show on the elements because we
haven't set it up at anything, any sort of elements. So the exposure, Let's
bring this up to like 15. Not enough. Let's go 18. Not enough. Okay. Let's go 20. There we go. It's a little bit too much. Let's bring this
down to like an 18. Adds a little bit better, but I would like to have a
little more intensity. So let's do 19. I think 19 is the perfect
ratio for the thing. We're going to stop now. And as you can see, we're starting to get something
that looks quite, quite nice. Now I'm going to go to this
guy right here, Control V. I'm gonna duplicate
it to the other side. But this one's not
gonna be a big load, is gonna be a small light. And I'm gonna modify
something called the spread. The spread of the
light here instead of, instead of Arnold, we'll change the direction
of the race. So if we bring the spread down, this is gonna be like, I like, again like a flashlight shining on specific parts
of a character. And as you can see, it's
gonna make it pop a lot more. Of course, the intensity is
now way too high because the spread makes it a lot
harder to appreciate. But there we go. This is what we would do. And as you can see, that looks
quite, quite, quite nice. We have all of the
things that we have. A marvelous designer. You can see that the clot
looks really nice. Yes, there's a couple of seams here and there that are visible. And of course the materials will suck like this is a super, super bad material overall. But the garment looks nice. And now we have this very cool light setup for our elements. I think I'm going to increase the spread
just a little bit more because I would like to have a little
bit more light there. There we go. And that of course,
now that the spread is a little bit higher, we could also increase
the intensity of the light a little bit more. Another thing that you can
do, I really like doing it, is if you see that there's too much of a temperature
on the scene, for instance, right now it
looks a little bit too cold. I can turn on color temperature, for instance, on this one. And let's make the rim
light a little bit warmer. Right? Now. We're gonna
have a nicer effect, just a very soft fade there
of like cold and the warm, which is going to
make the contrast of the image a
little bit better. Yeah, This is looking good, but we definitely want to fix a lot of things like ethics. Let's start with
something basic. Let's start with the buttons. So if I select the
bottom right here, you're gonna see this
match shapes right here. They have this sort
of like red color. It's supposed to
be like a plastic, but it's not looking
like a plastic. I'm going to grab
this four buttons. I'm going to right-click
assign a new material. And I'm going to go into
Arnold and going to assign a AI standard surface. First thing I'm gonna do is
I'm gonna change the name. I'm gonna call this a red buttons, the color
of the button. We're gonna grab a dark red
color, something like that. That's it. I'm gonna go here. Let's render again. And now the buttons should
have nicer reflections, a nicer finished, nicer effect. Everything they should be
looking a little bit better. Now for instance, the student, we definitely need
another material in a very similar way to
how it works inside of, instead of marvelous, we can actually assign
specific material. Now, one big question is, okay, There's a lot of patterns. Is there a quick way to select the same material for everything?
And the answer is yes. Well, first of all, you can grab this guy right here and just change this material to
an AI standard surface. And it will adapt
with, as you can see, it seems like each one has
its own lone material. Well, that's a poem, but not no, not
another big issue. So I'm just going to
select everything here and start like the selecting the
patterns that we don't need. Like sleeves, belt, leaps, the pattern pieces, that's
the that's the shirt. Yeah, that's pretty much it. I mean, as long as we don't
see it, we should be fine. So I'm just going to
add up the bonds. Of course. I'm going to right-click. I'm going to sign a
new material again, are no AI standard surface. I'm going to call this M coat. If you remember
from the reference in our inner project files. Decode. This is dark, just like
a dark cloth color. So on the color we're just
going to bring this down. It's quite rough. So I'm going to bring the
roughness quite up like this. Now when we render start to
get this sort of effect, I think we're still a
little bit too rough. Let's go back to the M code. Let's increase the roughness
a little bit more. There we go. That's a little bit closer
to what I'm looking for. There are some very nice, very nice effect here
instead of RNA that we can use to give this thing a
little bit more light. It's called the where it sits. It's supposed to
shoot the sheen, which this is what normally
happens to like a bell, but the effects, so if we
go down here to the shin, it's called other ways in
random and that's why I was having a little
bit of financial finding it in render Monday, call it edge color or
something like that. Here on the xin, we can
change the color of the gene, which in this case
wouldn't be the case. We will keep it like that. Or we can go with a lighter gray and then we can change the
weight of the sheen as well. Right. So we go for a
softer, softer shin. We're not gonna have as much
swash effect right there. And we're going to have that
sort of little fuzzy effect on other parts of
the piece without affecting the main,
the main elements. As you can see already there are uniform is looking quite buy nicer because you have this
very nice soft, fuzzy effect. But you know, and I know,
and everyone knows the, one of the most important
things about cloth is a little pattern texture
that you get, right? So what's the best way to do it? Well, unfortunately, there's
not an easy way to do it. But using substance sources
I've mentioned before, it's a great way, a
great way to do it. So I'm gonna show
you real quick how to integrate substance
source here inside of Maya. Would go here and we will
go for like a codon, a basic codon, like something
like this cotton canvas. Let me take a look at the green. Yeah, that looks, that looks,
that looks interesting. So I'm just going to download
this as bs SPS, our file. I'm afraid I can't share
this with you guys is specifically due to
the licensing of this. Thanks. But if you have access to substance or it's a great
way to download it. Another option is if you have access to substance painter, you can also download
them from there. Or if you'd go to a poly haven, remember we have some textures
here that we can use. The annual would
find this sort of stuff like against you. Look for fabric. There's a couple of fabrics
here that we could use. Not all of them are
gonna be great, but it's what we have for
free, for free substances. In the case of Maya, if you have a substance
archive file, there's the substance
plug-in right here. And what they can do is I
can go to the Hypershade. We can see there's a
lot of materials there. That's, that's something
that shouldn't happen, but we can just
delete them later on. I'm going to press Tab key here and I'm gonna
write substance. And we're going to import
a substance texture node, which is this one right here. And on the substance
texture node, the only thing we need
to do is of course, load in the substance. So I'm just going to load
in diem cotton canvas. He'd open. We're going to get the
preview here and now we need to convert this
into an Arnold shaders. So I'm going to
select Arnold here. I'm gonna say create
a workflow or rather are known and
create a network. That was gonna happen is a new network is
going to be created with all of the different
textures that we need utilizing that specific, that specific archived
that I'm loading. So as you can see, the
color gets connected, the normal map gets connected, even the displacement
of that gets connected. I don't want to use
displacement my brain now, I'm gonna go down here, I'm
going to turn off height. That way we don't have
a displacement map. And now here, down here is
what would change the color. So I'm just going to sample the dark cloud color that we
have on the actual element. That's the, that should be
the color of my canvas. Let's call this M code archive. So I don't know that's
the substance archive. The only thing I need to
do is select this guy. That's the M code. So here's a quick way
to select everything. Just go here, right-click and then select
objects with material. Select all of the objects
with the cold material, right-click and say
assign existing material, and we of course assign the new material if I can find it or you can also
directly do it here. So right-click select obviously Mitchell and then the new one, this one M code archive here, Right-click assignment,
you also selection. Now, all of them should
have that sort of effect. Let's go to the render. I'm gonna save this as snapshot just showed you guys
see the difference. Now let's render it again. Yeah. I mean, it's
day and night. Day and night. What you can do with
a nice texture. This is one of the secrets of the industry
and night texture, a nice texture will
always, always, always give you much,
much better result. Now I'm gonna change this
view to my camera shape one, or actually to the
perspective view because I want to
see it up close. You see that the
size of the fabric? Yeah. So see the size
is way, way big, like the size of the
normal map is way too big. So we're gonna go here to the
place to detect your map. And we're just going to
repeat this ten times. And what that will
do is it will tile the texture will ten times. And then now we should see
a better distribution. Rather always takes time. That's something that
you guys already know. And if not, well, you're gonna be this covering
it right now. Yeah, don't don't go. Don't get scared. But all of the time
that this might take, Let's just render
again. And there we go. That's the way we would do it for the rest of the uniform. So probably most of the renders that you
saw on the prior page, this is the this is the
thing that we're following. This is the sort of
the patterns and the elements that we're
doing to make sure that this looks as
nice as possible. So, yeah, this is it guys, this is the
integration with Maya. Of course we can go to the
Options here and on the size. Let's change this to full HD. So hg19, that when we render, there's gonna be way more
pixels on the scene. And that of course, will
allow me to see way more detail on the cloud itself. Let's do leggings. I think the ligands, we
don't need the detector as much because they're a
little bit like shinier. I'm going to grab
the ligands here, right-click assign new material. Arnold, AI standard surface. This is going to be
really dark as well. These are gonna be a
little bit shinier now the shiny beloved Shrina, and we definitely want to
have some sheen watching. Let's take a look. Way too shiny or way too dark. If your computer is
powerful enough, you can leave this
thing turned on and then just play around
with this thing right here. That's better. I think we need to increase
the roughness. There we go. Much better. Because either way, how
a slightly different like effect than the ones up
here than the black up here. Now technically this or
like leggings or stockings, I think they're called we can change them in their
transparency as well. Like give them a little
bit of transparency. That would be all the
way down here into advance geometry
and the opacity. Like if we bring the
opacity, of course, all the way down to 0,
we wouldn't see them. But if you bring them
a little bit down, we're going to start getting this sort of
semi-transparent effect. You can see that we're seeing,
we're seeing it through. We don't have a moral right now where it wouldn't
have the avatar. But that's in the fact that
you can't go for as well. Yeah. That's pretty much it guys. This is the end of
this integration. Again, my main goal with this final chapter is
to give you a couple of extra tools that you can use to better present all of the
work that we've done so far. Instead of, instead of
marvelous designer, hang on tight and
I'll see you back on the next one when we
take a look at Blender. So for those of you who
are a blender users, we're also going to see
how to create this sort of thing very easily
inside of lender. Yeah, hang on tight and I'll see you back on the next one. Bye bye.
38. Blender Render: Hey guys, welcome back to
the next part of our series. Today we're gonna be talking
about the Blender Render. I'm gonna show you
a very similar setup to what we did in Maya. But now of course,
inside of Blender, this is what we have right now. This is the piece. I'm going to grab all
of the pieces here. I'm going to say File Export, and I'm going to
export this in FBX. Let's try doing this as a, as just a main piece. So I'm just gonna say nitrous. I think I'm gonna
say multiple objects now let's keep it single object. Let's weld a single object
and we're going to keep a thin of course, and
we're gonna hit Okay, so now we're gonna
go into blender, which by the way, if you guys
have never used Blender, It's a great, great option or opportunity to learn
the very basic stuff. It, let me get you this. The only thing that's
a little bit weird, especially if you're coming
from other softwares, but once you get used to it, it's, it's fairly simple. I'm gonna delete that
cube right there. And I'm gonna say
File Import FBX. We're going to
import, of course, our nitrous right
now. There we go. Our nitrous is ready
to be worked with. The only problem here is that since we imported this
as a single piece, we don't have any sort of have a couple of materials
which are important. I'm going to explain
why, but we don't have any sort of division. Now this materials right here are gonna be super
helpful then I actually prefer blenders material system convert to Maya because
as you can see, we only have three
materials and that's going to make it little
bit easier to manage. First things first, let's set up a nice little scene here. So I'm going to press the
Shift a and create a mesh. I'm going to create a cube. Then I'm going to
press, wanted to go to the front view G
to move this up. There we go. And I'm
going to go into phases. I'm going to select faces
like this two guys, this actually three guys, four base x and delete them. We have this piece right here. I'm gonna go to Edge mode,
which is number two. And I'm gonna hit B, which is
bevel, or sorry, Control B. That's going to give us a nice
little bubble right there. I'm going to click on the
options for the bevel. We can increase the segments and that's going to round it off. It's another way to do. You can also do
listen my, oh, by the way, select this guy. I'm going to hit S for
scale x to push this out. And then S SC to make
it a little bit taller. With a flaming to
go back to one. And g, I'm going to bring
this thing up again. And I'm gonna go to three,
which is side view. I'm going to push this
thing, G and the y. To push this thing back. I'm going to back
into the edit mode, grab this element g of y and push it forward.
And there we go. That way we have a nice
little space for our address. Now, I'm going to cleave
this bond and we're just gonna give me bringing
it to my Render camera. And one thing I hate the
gallbladder is in fact, did the render camera has a different movement
and the normal camera, I'm actually going to
press N. And here on the BYU tools I'm gonna change this camera to BYU that way. Whenever wherever I move
this thing, Let's press. And again, if I go to
the camera and if I move this camera as if I
was moving into viewport, the camera's going
to change with me. Okay, so very, very important. Let's go something like this. Perfect, That looks good. Now, Blender has
to render types. We have EB and we have cycles. Eb is the real, real-time rendering
engine, which is really, really
strong by the way. But the professional one is cycled through the more
exact when they cycle. So I'm going to select cycles, change this to GPUs, That's
a little bit faster. And if I click this
button right here, what's going to happen
is that we're gonna be doing a rendering
and it's really, really fast blender and
its newest version, the version 3, It's super,
super-fast, my friends. If again, if you
can learn blender, I strongly recommend that because it's really,
really powerful. Now, the couple of things
that we want to do here, we already have a light source, which is this one right here. That point light, which is fine. Let's look at it,
is looking nice. I want to change
the environment. So I'm gonna go here
to the world options. On the color section,
I'm going to select a environment texture. And we're going to
open, of course, the environmental
lecture that we have, which is this studio
small ESR, open image. And now it's like if
we were in the studio, again, that's
pretty, pretty good. It's aligning very nicely. And you can change, of course, is the strength of the
element right here. I'm gonna go to a 0.5. We don't have the exposure. That's a little bit of a bummer, but we can change it here with our volumes that we do
have the nasal like reflections on the
element without actually making any weird stuff. Now for the lights, this slide
right here that we have, Let's go to the
light properties. Gonna go to this option right here to go
into shaded mode. Now I'm going to go to
my light properties. And down here, the light bulb, these are the
properties that we can change right now. This
is a point light. So you can see when we render the point light is gonna
be really hard to shallow. We want a soft shadow. We're gonna change the properties
here to an area light. The area lights depending on
the size of the area light. We're going to increase. The size of the shadows
should decrease as well. So let's go for a two
meter by two meter shadow. And as you can see, we get
a very nice soft shadow. The intensity is increasing, so we might need to
bring this power or the water all the way
down, let's say like 500. There we go. That
looks, that looks nice. Now we can again
create a new layer. I'm gonna say shift a
to create a new life. And this is gonna
be a spotlight. You can see it's right there, it's pointing right over there. Let me again let me go back to, I'm gonna go to this one
which is the preview. Or this is where we're really comes into play because we can
change this to EV, which is still going
to work with lights, but it's gonna be way faster. See that way, way faster.
It's not gonna be as exact. It's gonna be, it's
not gonna be as nice, but it's going to help us get something really, really cool. We're gonna select
the spotlight at G. Just move it up over here. I'm going to hit R to rotate this pointing towards
the character. I'm probably gonna
move this thing G and then R to rotate. Rather boat there. Then we can change the width
of this thing. We can start increasing
the intensity. Let's go with really high, like it's like 500. There we go. We get a nice rim light. We don't have a temperature
here which I hate. Hopefully we get a
blogging later on. I'm not a huge blender
user, I must admit, but so if anyone knows, just, just temperature and we'll give it a nice, nicer effect. That's it. So now we go back to the render and we changed again two cycles. As you can see, we're
gonna get this super, super nice effect if you
click on the camera, this is what the
camera is rendering. Of course, all of those guides, we're not going to
see them later on. So that's the basic light set
up hearing setup blender. Again, very basic, very cool, but it's gonna look
like way, way, way better than what we
have in other places. Now, I'm going to,
I'm going to go back to this option or just, let's go to ED so it's
a little bit faster. Let's talk about the materials. The material secure
instead of instead of Blender can be changed in a
couple of different places. First, I'm gonna
select the address. I'm gonna go to this button right here, which
is the material. And you can see that it actually
created the one material for each of the textures
are the patterns. Patterns from the fabrics
that I have assigned. This obeyed red alpha is the base rate for
the whole color. If I were to change this. That's a shame. I felt you had assign them to the elements but potentially
either not okay. Yeah, unfortunately,
we can't do that. I felt what we're
gonna be able to select the patterns even
though unfortunately, that's not gonna work. I'm just going to
double-click here. Let me see if this changes anything. No. Oh, that's a
that's a real shame. Well, anyway, let's
work with this one. It works in a very similar
way as with Arnold. So we have the color right here. Let's go for a nice
deep red color. Get a little bit
darker here on value. And we have the roughness. Of course, we can bring
the roughness up, for instance, to
make it a little bit like bell-bottom, like nicer. Now the shiny, Of course
you can go shiny, but let's do
something like this. They don't want to saturate
it a little bit more or just bring the value
up a little bit more. Then there's also the Xin. Was the Sheena. Again, if we push the xin up, we can get a
different effect. Now for this ones to work, I think we do need to
go back into cycles. There we go. Let's go back here. If we bring the shin
down, we get nothing. There we go. Let's see. We have another one. Xi1 is what I'm going for. I still think it's
not rough enough, so let's bring the roughness up. Starts looking a
little bit better. Just a little bit better. I do think that the red is
still a bit too desaturated. Let's really
saturated this thing. Maybe there's too much
light in the scene as well. Rendering is all about trial,
narrow trial and error. Curious why we can't
really see the xin. Let me, let me get a
render real quick. So to get a render, we're gonna go here
to the options. And we're going to select this something
that I really like. We can select the time limit. So I'm gonna say
like 30 seconds, That's the most amount of time that I'm gonna
let this thing render. And then on the texture
here in the options here we can select the
the size of the picture. So it's 1920 by 1080,
which is full HD. Perfect. I'm just gonna
say render, render image. We're going to see here is the actual render with the
proper size and everything. So yeah, this is pretty much it. Now, even though we can't really do the thing here with
the different materials. Which again is one
of the disadvantages when you extract
this a single piece. It is saving the elements, but it's not really applying
them to the things. And I'm gonna show
you here real quick. If we were to go
into the UV editor, you're gonna see that
we don't have any UE. So there's not even
a way in which we can select specific
parts of this piece. But worried not, I will show you here a real quick
way in which we can. Make this thing work. First, let's play here. There we go. I'm gonna pause will not pass. I'm just going to go
into shaded mode here. I'm going to select Address,
Object muscle address. Let's leave it on your files. You're also going to find
one that I exported. It's called a multi
nitrous multiplayer. We go, you import the FBX. Same thing should
be the same thing. But the difference now is we have all of the patterns now. Luckily this like a
specific garments not as complex as others. Let me, let me show you how we will accommodate the materials. As you can see, we have a
lot of different materials. One way to do this is we can
go here to the shading tab. And if we select the object, and then we click here
on the materials, you're gonna see we have all of these different materials. Again, it did the same
thing I did in Maya. It assigned a
different that yields are each a specific piece. Sucks, it's really, really bad. So don't worry, we're going
to create new materials. So let's back to the layout. Let's start with the
main piece right here. So I'm gonna select
this main piece. Let's go here. And we can even, we
can use the same one. Let's just change
the name. Let's call this m underscore,
main dress, red. There we go. Now, let's write is fine. I'm probably going to increase
the roughness quite a bit. Now what I need to
do is you need to grab all of the pieces here. The dress, the actual skirts. I'm going to go here
to the materials. I'm going to select that one. And I'm gonna hit that's it. Actually, if we
changed the color, it should change
to the other ones. Why is it not changing?
It's really weird. Just going to delete that one. And here, there we go. Let's delete that 1 first. I wish the main dress
right there we go. So now if we were to
change the main red dress, like a different color. There we go. That's that this is without the shape, this
is where the shade. So there we go. Now it's working again. So all of the pieces
that you want to delete the geometry from which in
this case are all of this. Delete the materials,
and then from this list, assign the material. There's one main dress, red. Now we can just bring
the nasal color here. Let's go for a dark red. There we go. Now I'm going to select this
piece is right here. Let me see if I can
select the outer ones. It should select the outer
ones because that's the ones. Those are the ones that were
like seeing like closer. All of this, I'm going
to delete the material. We can actually say right-click
and joined Control J. Now we delete all
of the materials. We assign new material and let's call this dress transparency. There we go. Now we select the base color. Let's go for a red
software read probably. And this one, of course, we're gonna go to the Alpha, which is like the transparency. And we're going to
bring this down to make it semi-transparent. We won't see that until
we render though. We render that thing's
gonna be, as you can see, semi-transparent right
there on the main area. In this case, we can just hope. Let's go back to
the shading view. We can select this
pattern is right here and assign the same
material then to them. So just again Control J
to join them together and then delete all of the
materials that they have a sign from them. Here's what we have
here. We're going to select the address
transparency. Again, if we render, you can see that that piece of fabric is going
gonna be symmetry spend probably want to make
this thing a darker as well. I still think, I think now
the main dress material, this one right here,
it's a little bit to the xin is a
little bit too much. I'm not sure why we're getting this sort of like I would like I would like a more
like a rich color. There we go as the specular. Let's lower the specular a
little bit and that way we get like a, like a richer color. Now one thing that we
can do for this pattern right here is we can actually
go down here on the Alpha. And if we insert a texture, we can say, Hey, give me a texture. But we're gonna do this on
the shading aspect here. So I'm going to grab
that guy right there. This is the the
dress transparency. And again, from your
files from chapter four. We can just drag and drop
this Alpha channel here. There we go. And if we plug this in, we plug in the Alpha
into the alpha. Now we're going to have
that sort of effect. Not the elephants,
the color, sorry. There we go. Now as you can see,
we have the pattern. The only thing is we can
see that we don't have is the proper texts
recorded that it's too too big to fix that we're
going to hit Shift a here and we're gonna search
for texture coordinate. This is going to go, the UV is gonna go into
the vector channel. We're gonna change this to, to, to, to, to to
a texture mapping. Note that's right. So we're just going to
hit Shift eight here, search and we're gonna
do texture mapping. The image texture,
sorry, shift a mapping. There we go. We're
going to plug in the UBI into the vector output, then this thing right here. And if we scale this
thing to like 555, we should have, we should have the texture. What am I missing? It's the object
into the vector and then the scale changes here and this goes into the vector. Oh, there we go. Now as you can see, the texture is gonna be repeated more times. I think five might be
many, maybe too much. Let's do 333. The drink to
see if we can visualize it. Let's go back to 111 UVs. There we go, UVs. Now which is 555. And that's it. So now our pattern
looks really nice. It looks really nice down
here as well on all of this elements on the
bottom part of address, I think we can definitely
increase this to attend. There we go. We have enough enough
room, maybe even more. I would like this to be
a little bit denser. 151515. There we go. That looks a lot,
a lot prettier. So let's go back to
the layout section. And as you can see, we have
that very nice soft effect. Now, we can go to this
pattern right here, and let's hide that
for just a second. Let's stop there. Let's go back to it
like pattern rendering. And that we can select the
whole of this other patterns, which are the bank
patterns of the dress. All of these guys. That one. And I'm again going to say, we can just combine everything. I think that will be
the best right here. So Control J to only
have for parents. So we have this should
be combined with this. So Control J, there were a shoe, we should only have
three patterns. The one that's hidden, this
one that's the domain dress, and then this ones
that are the sleeps. So this is the one that,
uh, some interest. Again, I'm just going to delete all of the other patterns. As you can see,
it's only left with the main red dress that's going to be assigned
to everything. Now we turn this
back on and we can just hit Render and
render our image. There we go. So now we have a really
nice final render here inside the wonder. And it's looking quite,
quite nice, I would say. Now. In other words, done
with the Blender Render and with the Maya render, I'm gonna be completely
honest with you guys. The best one to do this
is gonna be Momma said, we're gonna be seeing a
marmoset on the next video, we're gonna take a look at the other main process for that one. There we go. Maybe the audio got
cut a little bit because this thing
was rendering, but it shouldn't be done. Now as you can see,
we have the denoised, it's kicking in, and
we have this very, very nice effect
for the address. Of course, if we added the texture thing and
stuff, it will be better. And that was
mentioning that even though blender is a
really cool tool, is a really cool tool,
they do in bubble a little bit more
work because you need to setup the material,
setup detectors. And I personally think that
the mom has said it's gonna be it's gonna be one
of the best options. And I'm going to show you
why in the next video. So yeah, hang on tight
and I will see you back on the next
one, guys. Bye, bye.
39. Marmoset Render: Very well. Now guys, we jumped to the final render and I'm
gonna show you here. Now, this doesn't mean that this is the only other renderers. There's a lot of other
render so that you can use, but these are the
ones that I master are the ones that
I normally use. So we're gonna go into
marvelous designer. Actually, no, let's just
work with what we had. So I'm just gonna say file, I'm just going to
import my model. And again, if we go to
our models right here, we have the medieval cow, the medieval shirt, the dress like a couple
of other things. If I select, for instance,
in medieval shirt right here, the whole thing, one of the problems is that even though we do have
the materials here, they're still not gonna
be working as I expect. So this is the red channel. It's not doing anything. This is going to be changing
like nothing. And then this one, which
is the main one that's going to be affecting
pretty much everything. So yeah, that's
that's the problem. We're gonna have to, again,
like separate pieces, but unfortunately marbles
is not as what's the word, It's not as efficient
at doing this. So let's bring in not the medieval shirt,
but the uniform. Let's go with the
school uniform. There we go. Yes. Even though we do have all of
the materials here, we can just very easily delete them. Let's delete all of them. We're gonna, we're gonna
remain with the basic one. And now here it's
gonna be a little bit easier to build all of the
different things that we need. One of the things that I love
about Mormons with four, is that under texturing panel, we actually have access to a
lot of textures that we can use here in a very similar
fashion to marvellous. If we go here to the fabrics, for instance, there's gonna be a lot of pre-made
fabrics that we can use. This cord injury gotten
high bridge called Oxford. So let us use, for
instance, Khan. Oxford sounds fancy
for us, cool. Let's just double-click. Also
going to use this Flynn L1. So if you just double-click ones that has already
been downloaded, it's very easy to
just drag and drop this on top of your object. And there we go. See how easy and nicest looks, because it has a normal map, it has a texture, it has
everything that we need. Some materials, not all, but some materials will allow you to change
a couple of things. In this case, this is
the one that does not. But technically,
technically you could go here into this
option to this element, and that changed the colors. I'm going to keep
them blue for now. Let's drag this like
cotton Dolby, the Adobe. And in current Oxford, for instance, I like
the cotton lobby for the inner shirt. I'm going to select the
inner shirt right there. You can see that's the sort of like the double-sided thing. I mean, it looks, it
looks interesting. But one thing I'm noticing and
probably you guys are too, is that the texture
is way, way too big. Like how do we, how do we change that texture? Really easy. We just
go down here to the Texture tab
and we can change the tiling to make it a more approachable size by one teams
to be working quite nice. Then the Kung 4x4,
we're just going to assign everywhere here as well. Make sure that we're doing
both sides of the element. Just be very careful there. Now, I'm gonna go here to the cotton lobby and I'm going to turn off
the Albedo map. We're not going
to use the color, we're just going to use the
texture because it was, it was a very nice, like a beige color. So I'm going to go
here to the color. And you can also just
darken this a little bit so that we get a nicer effect. Let's bring the
cotton here. Here. Here, the texture on the
garden is also limited. A big, So let's go to like four. There we go. That's a little bit better. Now we just need to be very
careful here to assign this to all of the elements. All of those inner lines
and stuff that we have, they should all have
their own texture. There we go. Careful here. So just like we added to the
wrong piece, there we go. Wherever that you
can also increase the particle distance
before exporting. We go. Now one thing that's
gonna be really important is I'm
gonna select all of the patterns are just
this is called uniform, not actually, we need
to select all of the patterns which are
the meshes themselves. There is an option. And told me that we're gonna
have to do this per fabric. I probably just the main ones, the ones that we're
seeing the most, for instance, that
one right there. And make sure to say
a callback faces off so that we can see that the other
side of the element, because otherwise it's
gonna be transparent. And that makes it look
like quite fake, right? So we're going to turn
off the call back faces. Again, it doesn't have
to be on all of them, but especially on
the ones that are the most obvious one that's
a little bit too light. There we go. Yeah. It might seem a little
bit time-consuming, but it's the way to that
there's another render. I just want to mention
that in case you guys want to check it out. Well, there's another render
called it's called key shot. And Kisho, it's also really
good for this sort of stuff. The only problem
with T-Shirts is that it's not quite expensive, not super expensive, but
it is quite expensive. And it's just another investment that you might not want to do. Let's see, we have another
sort of nice fabric here. We have lace unloved. What we're gonna do lays for the for the there we
go. We have nylon. Let's go for them for the
leggings, right? Yeah. This isn't the nylon strap. So for instance, for
the military one, I think this one's going
to be like really, really cool as
well. There we go. Let's just look for nylon again. Just double-click.
And there we go. We're going to have
this very nice. Well that's more like
like fiber nylon. We can increase the texture and make it like
really, really thin. We might get that sort of like a shiny or interesting effect. I remember all of the
UVs are gonna be tiling. So it's going to make it a
little easier for us to work with Kohlberg phases
on all of the objects. So we can see that
this curve properly. Careful here, it seems like
I added the column there. Now finally, I'm going to
create just a new material, just gonna be that
the red plastic. That's going to be like
a nice dark red plastic. Well, in this case,
let's make it blue. I know this is not the
persona five effect, but it matches our skirt, right. So there we go. Probably a little bit darker. That's nice. Now we can go back here to the classic view and we can
worry a little bit about the, the rendering because
this is not rendering, this is just the basic shapes. The first thing I'm gonna do
is I'm gonna go into my sky. We can change the
preset of the sky. Here on the skies presets and find something that's
a little bit closer to a, it could be a school
or something. So for instance, we have this
this apartment Japanese, I think it's perfect. Let's just add it. And I like to do the same thing that I've done
with other things. First, let's press Shift and right-click and you can
move the light around. So I'm going to do
something like this. And then on the brightness,
I'm going to bring the brightness down
because it will give me, it will help me with the light. But I want to do
my own light here. I'm gonna go here, do a normal, just, just a normal light,
brachial spotlight. We can change, of
course the brightness. I like to change the diameter. That's going to give
me a softer shadows. As you can see, that gives
us a very nice soft shadows. There we go. And I'm gonna go to
the back part right here and add another light. Gonna be a little bit brighter. And that's also going to give me this very, very nice effect. Now one cool alone,
cool thing I love about marmoset is that
you can grab this. It's like school
uniform and then go into seen at object turntable. And now this thing is
inside that turntable. If you go to animation, you can play this thing. And you're gonna get
any Nadine mentioned that's really good
too concerned. Your work like this
looks way, way, way better than if we
just had the basic, the basic statics shape. So one more thing though that we can do
here in the Marmot said, is turn on something called ray tracing for has this
ray tracing option, even if you're going to
have a graphics card that's using ray tracing like
an RTX 38 or something. You can still turn rate
tracing on and you're going to get a more
natural beauty. You're not gonna be able to
preview the thing right here. When you do this, the ray
tracing gets the activator. When you stop it, it'll kick, it will keep ripe right back in. Now of course, one thing
that you need to do here is we will
need to import the, what's the word the infinite plane hearing tomorrow said
to make these things work. But as you can see, I mean,
just look at the detail. Look at the detail that
we can get here on the 11th of a weird
triangle right there. That's weird. But yeah, this is how, this is a very cool
way in which you can present your work after
you've finished modeling. Instead of marvelous designer, I'm gonna go here to the sky. I'm gonna increase the
brightness a little bit more so we can see it a
little bit better. And that's it. That's pretty much it. That's why I really like a marvelous designer as a
way to present my work, because it's really fast. It's a really fast renderer. And as you can see, we get some really
incredible results. Yeah, that's pretty
much it guys. This is the final
video of this series. We're pretty much at the end. I'm still going to have one
more B that we do guys, where I'm gonna talk
about what's next, what should you pursue after you finish with all of
this production? And the yam. Thank you very much
for following along. Thank you very much
for all of this time. I know it was a lot of work and it's hopefully not
that complicated. Hopefully I was able to
show you the ropes and the general
principles instead of marbles assignment
and how to apply it to different
kinds of projects. But yeah, that's it,
guys. Have a good one. I'll see you back
on the next one.