Transcripts
1. Introduction: Hey everyone, welcome
to my new goals. Board. Send hats. Marvelous designer. In this course, we're
gonna learn how to create different
types of foods and hats in very easy
to learn with DNS. Some key learnings
is how to make the basic petal of the hood, how to make grooves, holes with dance of tar. Moving forward, we
learn how to make fitnesses who are
indeed roots, etc. Not only holds, they also
teach you how to make gap, beak size, floppy sun
hat, and many moon. By the end of this training, you will be able to create this depth club stylish
hoops and heads. I am excited to be sharing
my knowledge within nibs. Get started.
2. How to make Hoods - The Basics: In this tutorial, I
am going to teach you how to make all
kinds of foods. So to start off, I have
shown a cape onto a color, and I am going to be
sewing the hood onto the color so that when
I changed the hoods, the cape is not going
to be affected, not going to be dropped. In fact, we don't even need
to have the heap active, so I am going to
just deactivate it. You can be just be
there for, you know, for beauty or something
to make the first hood. This is going to a simple one. I'm just going to draw a rectangular copy
and symmetric pasted. Then I'll be so from here
all the way down to here. Then I'm going to
select edges to select debt to see
where my point is, I have to show that. I am going to show that two
there to start off some. So I'm going to take my
segment and click here, and then hold down shift, click here, and click here. Let us see if our
sewing got tangled. Look like that brown
one is better tangled. Suggest, reverse that. And then simulate. Got the start of our hood. Now if you don't want
it too close like this, then just find the point where your color is
meeting that's here. So from this end, take it out point box to then you can see it's not finishing right
there in the middle. This is point the hood. And I want to round, so I'm going to select this
convert to core point. In this tutorial, I just show you how to make hooded longer, wider and some tricks to
make the room look nice. As you can see, we have got sort of lumpiness here and I
want it to be a nice round. If we select that we can see
where it's and it's there. I'm just going to lower this and that's going to
straighten that out a bit. I am going to apply
the hood February, which is just this
nicer green color with the cotton on it. Now, depending on your
physical property, your hoods are going
to hang differently. If this is chiffon, you can see it's dropped
and it's much software. Now there is a small
bug here in MD, right? How, where it keeps going
to go into her eyes. It's rather annoying. And I have to fix that as soon. I'll just leave this for now. Then we can switch later to
cotton to see the difference. So to make this hang like this, this somewhat the boots, which lots of fabric that sort of fold-over in the bottom. You just have to make it taller and taller debt will
make it more fabric. There will be. And if you are not
on a softball SET, going to start to drop. If it's get tangled up
like that budgeting is to separate them, then simulate. We can drag it back
over her head a bit more so we can see
it, the heart phase. And drag it down here a bit. There you can see it's time
to have that fold-over. Now if we wanted to have a
soft material for the hood, but we want the
presumed to be stiffer, not have at least lamps here and this not unpleasant
kind of full. You just want it to be a
nice sort of rounded hood. Then the easiest things
to do is either to apply your piping and we'll make
our steve fabric for that. So I just call this Steve or to make a separate
pattern piece that we saw onto those two. So I'll start with a
separate pattern piece and then we'll show
you the piping method. Stiff. Use the same
green like the head, dear. I'll go to cotton. Now I'll go piping. Start here in the
bottom of the head, the hood, and double-click
when you reach there. Now apply the stiff prime. You can see it's bloats up. I just make the
color a bit light. It's been hard to see here. You can see we have
soft hatch with many folds and we have the stiff Prim now
might be too stiff. You can go into the
physical properties and lowered the bending. Sometimes it takes a few
seconds to catch on. By me, the simulation
is a bit slow. Might see the effect faster and share when you lower that, you can see your start
time to hand more. Drop mode can also raise density a bit
to make it heavier. Lower stage Europe
and state swap. And then what you have is
she have a nicer softwood, a nice-looking,
nice-looking HE there. She don't even want to see
it in your final clause, then you can just
turn on height, and then it's gone.
We turn off height. You can just go into the February and reduce
the opacity to 0, then you don't see it. That's one method. Lifts, raise the opacity
so we can see it again. That's pretty easy because
you just have to run a piping along it then play with Europe physical properties. The second method is to make a strip length of
this plus debt. That's 900. I click ones doing the
width and the height, 900. Then I'll go with my
segments sewing tool here, hold down shift, click
here, and then click here. The blue line looks like
it's sort of mixed up. So I'm just going
to delete that one. And then do it again. That's better because I want that bottom to go
here on the bottom. So then we can either support inputs over or
simulate, simulate. Then I wrap around it. And then if we apply
this stiff Prim to eat, it's going to have a similar
effect like the piping. Maybe it's not stiff enough. So let's go in there. And it is the stiffness bending. There, you see, it is the
building up, it gets stiffer. This is almost like the piping. The thing with this
is that you could make the and is longer and sew them onto the key part
if you need it like I did in that JD clocks example. And then if you don't
want to see it, you can also go in here
and reduce opacity, then you don't see it. Or if you just don't
want to see, too, while you're working on it, you can do Shift Q
and then it's gone. So that's how to make
them look nicer. Floppy like without
it a sort of sagging. And now let us see how
to make this full title. So if you want to
make it tighter, almost like a hoodie,
hood, sweeter hood. Just bring it much more
down. If that happens. Bring it down and then
reset 3D arrangement. Then you want to have
much shorter hood. If there is any part who just sticking out
that you don't like, don't know which part
of the pattern it is. Just click on the garment
here and then you see, then you can adjust it here.
3. How to make Hoods - Closed Hoods: In this tutorial,
let's take a look at how to make closed bottom hoods. You know, like the
kind of debt they have full rain jacket or for other kinds of jackets were the bottoms is close together. That's pretty simple. There's a few ways to do that. A simple way is just to
grab your free saying tool. The bottoms here
short. Then the short. Now you can see that there are just little problem
going on here. And that's just because we
didn't move those swing before cause I don't
want it to go in. I just move this. And this is to the end here. There
is no problem. So that's one way to
make up most food. You just saw that
together and excludes. There is a boom
much fabric here. I'm going to grab
this point here with my edit Curve Point tool
and drag it inwards. Now there is a
difference if you use edit car Point tool to
move segment points, or do you use Edit Pattern
tool to move segment points? And the difference
is let me just add a point here and then
you see it easier. If you use edit CALC
Point tool to move segment point's going to do its best to leave
the other points in their place and to
leave those curves. The way you'll see the bottom up to the next curve
point is mostly moving. You can see that next
segment line between other two points is
also moving a bit, but it's trying to
maintain its shape. Now if you use Edit
Pattern tool to move, this is going to
move the whole line. It's not going to
keep the ship between the CALC points lake by moving it with the
edit gf point tool. There's a little bit
difference to note there. You could just show it
together like that. Or you could instead add a segment point
where you want to solve in another segment point next to it and then
dead this apart out. That allows you to
more control board. What is shape here will be, let's convert this
to a curve point. Then by manipulating
this weekend control how it looks around
her, her face. While this point
is still straight, if we move this in more, it's going to
tighter against her. The more that we
move it inwards, the list February
that will be here. And then the tighter it's going to be under her chin there. You can see that it's bouncing up a bit because it's longer. Then the color part
dead zone onto. So we can either make this
whole thing is shorter. If you want to get rid
of those lumps in, you can see they're gone. For the sake. I am just going to
deactivate the swing here. I can play with them without
being sewn onto that. I'm going to hide this. Here. It's a bit rounded and again, just click on the part
that you don't like, then you can find where it is. And to get rid of rounded parts and just make it straight. And that gets rid of those. I am going to make
it a bit longer. We have a bit more fabric here to make this overlap
onto the other one. As if it's being closed. Got seam in the middle
button with a button maybe on the side,
seam on the side. I'm going to break the symmetry. Then make this one
longer. Delete the swing. Didn't bring this one over it. Pin, something like that. So when I sold in, the new port should
be more debt. Otherwise it can get
into beta for tangle. Then if it's going
to be buttons, then we can use an
internal circle to double-click with
a freeze frame tool and double-click,
double-click, double-click. In, I'll get rid of the spins. Simulate. Get rid of all pins. Make a little bit stiffer
the fabric, It's soft. If we move this, these buttons, sewing things more
towards the edge, then it will keep the edges
from flattening up too much. It looks like excluding
without buttons. And you could copy this
as a pattern and a play, stiff bristles to make
them into buttons. And then if those corners
still keep pulling down, then we could add a piping. I will apply a stiff frame
fabric tweet simulate, and that will get
those corners up. Then if you don't want to see
it, Let's turn on height. You could pipe around farther or up to
here, you can see it, Steve up and here we'd get
software and I just bring those edges out and then I will pulling over
themselves so much. Also I think to
make a hood ticker, you could tune it. That means to make it
look ticker and nicer. We can back to our
clothes, food here, and I am just going to
delete these things here. Simulation. See what's
the piping easily. Just delete that as well. And copy and
symmetric PSD saving. So this and this, our clothes, food here. If you want it to make
it like a hood debt. They haven't rain jacket where
it's gathered on her face. All we have to do
is select this line or one if it's asymmetric
pattern, turn-on elastic. As you cut it up, you should start to
see those gathers. If you don't see them, then just make the whole
thing a bit taller. Because the more
fabric you have, more debt there will be
together like you see here. Also the beginning of the shape. If it is more rounded, It's going to have
a different effect. When you came down that issue. It's going to become tighter until it's born into her eyes. You have to pull it out of them. You can also control
the strength. If you wanted steel to be tight, not to go into her eyes, then you could with your Edit Cut Point Tool
and drag this point back. Then you still get
some of the gathers lanes without actually
go into her face. Now if we wanted even more lines there and you make it taller, you can start to get strange lake eagle
things on her head. Then to reduce that went to her edit curve and make it
flatter these points here, which is bringing
this down or touch. Going to reduce that and pull on the back to get
flatter on her head. Got all these nice lines. Not standing up,
strange like that. If you straighten this
or even carried a bit, you will give it more
material and more room to get even more gathers. And then we start
standing up there standardly you can
just flattened it. That's how to make
her a rain jacket. And I am going to get you to the elastic and bring these points
for what again, not loose like a
screen hood right now, but we will deal with that. So to reduce this flap here, I'm just going to go in here
and make it shorter again. Alright, so I am going to show you how to
add more material here if you want to be some kind of like
headquarter chip, which, which is longer as you just drag here
and make it longer. Now if we just inject
straight down, you can see it adding fabric, but it's like going
over our shoulder more or further down
because of the shape. Let's get going with
our car Point tool. As we make this
wider in the bag. Giving bit more
fabric in the width. And that's allowing it
to go to the site model. So it's very tight together. It's going to be tight
against her throughout. But if you wanted to
go more to the sites, then you have to make these points go more
to the sides too. If you don't get
long in the back, you can have it still
go to the site, but up a bit more. Then it shorter there. You can see we're getting a nice
sort of spiky design here. If you don't want that
kind of spikiness, then you can round it up. Then you got around
instead of spiky. And if you want it even more spiky didn't just
rounded the other way. Then you have got a very
short kind of spiky hood. If you need that for some kind of spiky kind of
things or something. And if you round it up
even more like this, then you want to get our design like this where it goes up, delimits here, and it
goes outwards again. I think there's a bit too
much fabric around her neck, so I'm just going to
leave it the way it is the ship and just
push it up a bit. Then this going
to be less there. If we go into the fabric which we change it from
cotton to chiffon, everything is going
to dab much software and these linkers
will also be not. So Steve, what software? Make it here a bit longer. By moving these points, we can make it hangs
straight here, not so tight against her. If you want it tighter, Let's bring that in and then it will be tight
against her knee. Otherwise, if you bring it out, it will be much looser. If you want these to be
tighter against her chin. I just get rid of these points right now so I can move this up. As we move it up higher. It's going to be tighter. I don't want to face especially if we drag this Bethel touch. It's going to be
tighter on her chin. And you can always
add a little bit of elastic to make it one shape and not exactly
bunch up and pull up. That much more simulation. This down 50 and these 21997. If you wanted to sound more
to her face on the side, no more, just garbage in. And then it will expose
more to her face. If we cover it up to
have that sharp swipe, if you want to hide
more of our face, you can cover it like this. Then after what comes
out of our skin, elastic, come out faster. Then she's more hidden in there.
4. How to make Hoods - Pointed Hoods: In this tutorial, let's
take a look at making all kinds of pointed
kind of hoods. I have got here, just
kind of skullcap thing. Now let's make it pointy. I'm going to go with my current point tool and I am going to convert
these to segment point. Delete this scarf point. Let's make this whole
thing bit bigger. Then you can see simply
by pulling up this point, we getting a bit of point. But it's sort of grouping next because we are
on a few fonts. So let's see what happens
if we change to cotton. Willing to stand up
much straighter. I want these two done
a bit of her head. So I'm going to
select this point, bring it down, and
add a segment point. And where I want these
things to start. I can call this part a bit
to fit better over her head. If we move this downwards, they end up point will go
downwards instead of upwards. If you make big changes to
edit often get tangled. Then just select one side. Move them apart. Then toggled
a bit too, helped along. If it is still tangled. Do that again. Or received that TDL regiment. We have got another
hood pointy end sticking out like that
and it tends to droop unless you make
diametrical stiffer or you add a stiffer peening
line along the bottom, which will keep
it from grouping. Then if we move it downwards, Let's see what happens. We get a hood that has
more of kind of a shape. Go and straight down
here like that. And you can also carve it. Ethan McCarthy like that, then you will get a
curve, kind of a hood. If you want to keep
it from flopping, then you can make up
piping lines along the top or along the
bottom or along both, whichever networks
best for your needs. I'm going to make it
first along the top. There's going to keep
this part, Steve. Well, this part can still
have some wrinkles in it. If you want the top wheat Steve, with that kind of shape
that you are making, then apply the piping to
the top and the bottom can still bend in while the
top is steel stiffer. If we want the whole thing to have the ship like
you're making here. Then let's apply the piping
to the bottom as well. Then you can see that those
wrinkles straightened out and it's becoming
much pointer. And if we go into
this setting here, increase bending and lift it up. Going to make it
much stiffer and make it keep its
shape much more. Of course, if we have
a stiffer fabrics, it's also going to
make it stiffer. I'm going to remove
this piping line here. There we go. And now to
make our long hanging, would like sometimes
henchmen have or something. Unknown wizard. Just being this point. This has a Beta of a
square shape from here. So I'm going to just
straighten it out a bit more. Now she has got these long
kind of trailing head. Here. It's little bit
straighten going down. So let's select that. And at this point so we can
make it a little bit rounder. Let's look better.
Now let's make a very pointy kind of
pixie kind of hood. For that. I'm going to delete
all these points. You can make really
thin hood might just having very thin lines
and have very thin hoods. I'm going to drag
this first here. We have got a cue to pixie hood to make a
standing static route. There we have got
our standing up hood now this is a b2 height, so I pulled that down. If you want it to be
curved upwards like that. And just around these
parts and round this out. And then you bought a
more curved kind of hood. Especially if we increase
the winning bid. To be easier to see. There you select that. If you want it moving other way, then just ship it into
the shape that you want. If you don't want, have a such kind of food, you can put this back
to chiffon and then to cotton and we'll get back the particular setting for that. But you still want
it to stand up. An oven we can do piping
just along the top. Then we have changing
the settings or meet in the
second piping line, then you skip it much
more. In stiffness. You can always hide it. That you will have
water stiffer the hat. That you have got a stiffer hat. Now back to the head. I'm just going to change
the shape a little bit and then show how to use the layer clone to make a Steve under layer and
then drip another on top. Let us see how this looks like. On my desk. We'll do for the demonstration. Let's talk a bit more here. You have got this hood
and it skip grouping. So I'm going to increase
the bending warp. Wait for trigs up again. Then it's gonna
look rather Steve, let us say this is the
shape that we want, but we don't want it. So Steve, so what
we can do then is to either copied
earlier, clone it. If we layer clone it, it
will show on the itself. If we need it, we'll go onto itself. I will show you the
difference between the two, what it looks like. Then I am going to apply the key fabric which
is adjust regular. And right now
nothing will change. So it looks like this.
And scale them up. Then let's hit simulate. Then we have got a very
interesting looking head. It looks very Tiki test
soon onto the middle. Now if we don't want that, I can delete his sewing. Then just show this to whether regularly and have them on
the top of the other layer, which is stiff layer. And then this is the
soft link layer. Then you can even hide the hood, lower the opacity or hide it. Then you have just
got this software would dead looks like somehow
it's standing up stuffy, but it has steel. All these defined. India. I am going to make
it a bit tighter. If you don't want all these
extra material down here, then we can just
make the bottom part about the same length
like the underlayer. And then just stretch
the top part in. You'll see that they are not being symmetry on each other. So in this case, if
we don't want it sewn onto the other one is
beta to just copy them. Institute of the
layer clone them because these are not
symmetry to each other. I am going to undo
that sizing there. If you just want to
make the TPP longer than you just select the
T and make them longer. If you wanted to have a
nice gathering effect here, can select those two
lines and add an elastic. And then you have these interesting othering
effect there. Here we have got an interesting
sort of gathered up, wrinkled up like pixie hoods.
5. How to make - The 3 Piece Hood: In this tutorial, I'll show you how to make a
three-piece hood. So far we made from two pieces. But as you can see,
this hood is made from three pieces and it doesn't
have seen along the middle. It has to seem here, not one right in the middle. This is nice because then you can add elastic to the sides. And you can control how
wide you want these to be. You want to make
it wider and just make this middle piece
wider or narrower. And often for jackets, winter boots, they don't have
that seam in the middle. They have these two seems just sits nicer and it looks nicer. Here is another example
of three-piece hold. You can see that there
is no line going through the center line here
and a line here. And these are other lines. If our design, Let's make
our three priesthood. And I'm going to start like
id toward the other hoods. Take my rectangular pattern
tool and make a hood shape. Right-click on this point, convert to carve point, going with my edit
Curve Point tool. And bring this down a bit. Then select it copy
and symmetric wasted. Bring up this energy midpoints. And to keep this material
from going through his eyes, it doesn't happen
with other authors, I bring it but with the MD of thoughts that developer
told me that there is some problem with
diminish that I brought mesh which is called sometimes V2 go
pulled into his eyes. Hopefully they will fix it soon. But meanwhile, I started another piece of fabric
just like the frozen it, then heat it and that gives
the fabric from going into his eyes while I working
on the hoods stuff. I've got two pieces. Now let's show our line length. And we have here 542. I'm going to take my
rectangular pattern tool. I am going to make the
width 50, the height 542. You should make at the
same height like this, you don't have to necessarily. You can get an
interesting effect. If this is longer or shorter, then you will get some
munching at the seam. But if you want it to be smooth, then you should have
the same length legs. So now I have to solve it. I'm going to save me.
So these two here. Then these two here. Where is my middle piece? There it is. Let's search. Show our sewing. There you have got it there. Lift it up a bit. I'm going to hide
the color so we can better see what
we are sewing onto. Now, these babies here is me too off two pieces with symmetric
on them. Symmetry merge it. Then it might be easier
to sort things on, but you can also solve them
on when there is two pieces. We need to, so half of this, one to this part here
and have this onto the spot for to be in the very center if you
want to prove to them. So once said only, but I wanted center because
this is 50.5 of 50 is 25. I'm going to take
my Split Line Tool, right-click in this
middle and type in 25. There we have got our 25 length. Then I'm going to hide my length because it's a bit confusing, hard to see what's
going on there. Take my segment sewing tool and we're going to
start at this H here, see my knowledge there. Then I'm going to hold
down shift and start here. And then here. You can see that seems
nice and straight. And half of the showing two
here and half of two dare. Now for the hoods, I'm going to start by showing
holding down shift to here. And then to the side
there we can see it. So up to here and then
this part, so onto there. Then I start swinging
from this corner to here. Then here I think that
might be most dear. No, actually, it's fine. How I knew he'd say
to sort onto it because we can see that these parts are
going to be the zoo. If we saw the hood
part two here, then we saw this part. Do this section. Alright. I am going
to freeze and jacket because he's sort of low particle distance and
we just simulate faster. If I press it, then I'm going to simulate they need
to go into his eyes. Let's see what
happened to our piece. There. Might need to
move it out a bit more. Again, that shouldn't
happen with your own model
there to bring in. Now I want to so this
hood backup bit, it shouldn't go up
to the very age, but sort of around here. I'm just going to
go in here with my it is showing tool select the same address that droid
back by, let's see, 70. So I'm going to right-click
and say distance moved 70. And then do the same
thing with this red one. Select the both even. Then simulate. And I forgot
to deactivate the color. To freeze it. I
mean, let's do that. Here. There are some
gathers and I don't really want that to
be gathered here. If we check our scene, we can see that there
is a difference, 89. By taking this in, we reduce this distance. This icon actually be
rounded like that is fine. Then we don't have so much
watching at the same day. We're going to apply the jacket February and lower the vertical
distance to ten. Now want to get rid of
all those gathers there. I'm going to take it
in even a bit more. We take it in from
the front like this. It's going to have
moral pin shape more open around his face. Where if we take it
in from the back, it will still keep a trip
like this over his face. So you would just
get shorter here. Now as you can see here, if we were to make
this much longer, if would cause maybe an
interesting kind of design. These lumps, not very appealing. I think if we were to make
this shorter than the hood, it would cause to start
bunching up with the scene. Generally, I think it's best
to keep the same length. So to make this now
the same length, like this, I'm going
to click this line, hold down, shift,
start bringing it up, then right-click and
set distance, move 59. Then it's almost exactly
the same length. Didn't simulate.
You can of course, make it just a wider on
the top if you wanted to. While leaving the bottom narrow, then you have got it wider
around with the face. If you want that effect. You could do the opposite way, make it wider on the bottom
and narrower on the top. You could also make
it from many pieces, not just from one
piece in the middle, but like any other piece needs to another piece next,
if you wanted to. Now I am going to add some
elastic up to around here. I'm going to click here
and put a point at 90. Then I'll select this line here. Download elastic. Then I'm going to reduce
the ratio. Try 70. I'm also going to take
this back event. It was. Then if you get some lump
that you don't like, you can just turn on
simulation and pull on it. If doesn't help those
lumps, them go away. Then just click on that part. And we can see that this
part is sticking out. So if we take that in a bit, not have stick out so much, it's going to be tighter. And they are only extra fabric which can stand up so much. Here it's standing up
a bit so we can just go in there and make
that also flatter. Now we're getting a difference
in the length here. So to fix that, I'm going
to take this down by 29. You can also lift this back, lift his back point a bit, which will make it
a bit shorter in the back and cause it to
pull down a bit more. I just also change
the length a bit. So let's take it in by nine, ticket out by nine. Then after tagged it a bit, you can get it with smooth. No way to add thickness to the hood. These two
layer, two units. So let's do that.
Right-click layer clone. Let's also going to
emphasize these lines here. So even if you hide all seems, you can still see them. Now of course depends in the
style of who do you want? Might not want to add elastic. It might want to make it longer, then close it here. In particular, jacket has an open hood and has this color. Let's buy move the swing back. Otherwise you can move it
up to here and then sold onto the zipper or
megaflops across over. Whatever. Last thing I'm going to do is I'm going to make this part here much wider. So about double click
and move it out by 50. Then I'll adjust the point here. Moving this point out
by right-click 25. Make that 50, then move
the swing. We did. Now I am going to take this line in because I made
that backpack wider. I'm going to make this
arbitrary narrower. Then simulate. Maybe also
make it a bit shorter. There we go. Now we
have wider piece there of some elastic and you could add
some things if you want it coming out from here. Lear clone it and do
it however you want, make it taller,
make it wider, etc. That's it for this tutorial.
6. How to make a Cap - Begin: In this tutorial, I will show you how to make this cap p-hat. Let's synchronize is gonna, let's make it again. I'll take my rectangular
pattern tool and make a shape
something like this. I split the line to 50%. Then I'll delete these points. Then I'll take my curve
tool, carve it out. Then take this point and move it out, something like 2020. And then this one also
to incorporate bit more. It's not too pointed top.
Something like that. I select it copy
and symmetric PST. Then I'll select both
copy and paste them. I want to have eight pieces. So I'm going to paste
it again and again. Then have eight pieces. And then I'm going to do, is I am going to segment
So these together, these together, these
together, these together, these together, these
together, this and this, this and this, this and this, this and this and this. Let's see our seams. Then I will apply the head
fabric, then simulate. We can drop. Now, this
is a very stiff fabric. That's what is going to make
the head keep its shape. We have to turn it over. So I'm going to
pause simulation, select them and rotated across. Let's see our floor grid. Simulate. I'm going to put a pin here and then work on
pushing those parts out. That they are not going in on themselves but going outwards. So it has more of
the head shape, something like that.
I'll select them. Undo, NPK it up, and place it on her head. It looks really wide and
really funny right now. So let's just scale them all
inwards, make them narrower. Now it's sitting
more like a head. We can clear that pin for simulation and rotate
it a bit, bit more. Then simulate. I'm going to shrink it even a bit
more BY bit tighter. Something like that. It should probably a bit longer so
it covers our ears are VT, so I'll select them all
just to make them longer. Now we'd be too long. For some reason this year
is giving me troubles. Every fabric that
comes to close, always want to go through it. Alright. I've got the head
part now to make it that, that bring, that comes out, I'm going to take my
rectangular pattern tool. I want it to come from
from here to here. So I want it to be from
starting here and ending here. So that would be three of those. I'm going to move this one
over here just for easier. When I going to show
it on mainland. And I can see that these are 6767.3 times three
equals two or one. I'll right-click. I mean, I left click with my rectangular pattern
tool and type in 201. The height is going to be 60. Then I'll segue. So
holding down shift 123. Then I'll take the front part. I saved all these physical
robot is for you as well. Now drop the front part
onto the front part. Now if just to simulate like
this, this is going to drop. Let's undo that and take a look. It's drooping. You can see that
hard hits ship is rounded even though the
bottoms here are flat. They're are all carbons around her head and she
has a round shape. So in order to make
this part stand outwards and not flop downwards, even tweet all these stiffness
that I applied to it. We need to give it more
of a ship like her head. I'm going to make this more rounded and then make
this more rounded. Then we'd my edit
Curve Point tool. I'll take this point
and drag it up and up. Then do the same thing
here. Now let us simulate. And it's only the standing bit more willing to face the head
while I work on the rim. Maybe it needs a bit more curve. There we go. Now it's standing. Then I will convert
this point to point and do the
same thing here. I'll also give it
some thickness. So I'll give you a
thickness of three. So it looks like tRNAs bring, and I reduce the particle
distance to eight. Not look so nice.
7. How to make a Cap - End: Now I am going to freeze that. Then unfreeze the head. Big this up over her ear. Pick this up, up, this one, this one over here. Just going through her ear. Then just give you some
tasks into that comes out. Phase this after it comes out. And then I just gently tagging in it until
that comes out. Alright. Now many copies
have a little hole here. I think that looks nice. I'm going to take my
internal cycle tool, make a little hole here and
then convert it to a hole. That hole is way too big, so I'm going to
shrink it down a bit more. Something like that. Then copy and paste it. Got nice little hole all around. Now I am going to
take my piping tool. And first of all, let's
make sure we have a low particle distance on
this. Load that to eight. Then we get some
more details there. Give it a quick simulation. And then I'm going to
take my piping tool. I'm going to pipette
around these holes. Then dig the width down to two and apply the wiping fabric, which is a bit light to color. Then just close that up nicely. I can also reduce the
particle distance to one just because it's so small. Reducing that gives you a
tiny bit more roundness. You can see when I deduce that particle
distance, it just 1.5. It's a bit sharper and
inputting it to one, just to get a bit smoother. We have got all the whole
spiked and you would also put piping lines
along the bottom end. That seems if you wanted to. Now one thing I'm going
to do is I am going to put a small
round this up here. I'm going to take my
circular pattern tool, make a small circle, and I'll give it a
thickness of four. And apply the round
top bit fabric, which has a high binding to
keep it from stretching. It looks sort of spiky, so I'm going to pull down the
particle distance to five. That makes it more rounded. Let's see, it's too
big, so it looks good. I think it's just
the right size. Make it even a bit thicker. I put the thickness up to five. Now to keep it in place, we have to sort on. I'm going to just position it exactly where I want it to be. And then click not in it. On the head. We can see the
blue, blue dot is here. So I'll take my internal
line, turnoff all snapping. And then make an
internal line here. Move it up bit more. Just along the edge
of that thing. Then rounded down. Move it up, even touch mode. It's really sitting right, we need that circle. Then I'm going to
copy it and paste it. In fact, I will just
grab all of these. I align them onto
the grid line so I can see where to
paste that thing. Then if we go to
the indexer surface and show our internal lines, we can see that we have
a circle around here. Now the sum of them
looks a bit off. Seems like this one. I didn't paste or properly. Let's pick that one
up to a bit more. That looks better.
This one also. There we go. Then all we have to do is take our free sewing
tool and go around the circle. Then holding down Shift, holding down shift, along all the internal lines. Then pick it up to see that
that's showing is okay. It looks like it
needs to be rotated. So I'm going to
rotate it around. Let us see that works. So
let's freeze everything else. Simulate the sewing. There seems like there's
a mistake there. So I'm going to select
all of the Delete. Then starting in to
keep those piping, some exploding like
that they had before. I am going to find them
here on the Scene menu. And then I'm going
to right-click on one after select them all in this scene
minimum, and then freeze. Now let us simulate.
There we go. Now it's sitting nicely there. Then if you select
everything and activate everything equal to either leave the piping for xin or
equal to activate it. I think this wiping RB2 fat. So I'm going to hold down Shift
and click on all of them. Then I'm going to
try and beat one. And that makes them
beat Tina and 97. Here I have loaded in a bold
Victoria model from desk. And you can see that white
is sort of sticking out. And that's to do
the skin offset. So whether it's your
model or AMD of tar, and I click on Model
of their properties. And if we lower the skin offset, the head is going to
be closer to her skin. Now before I simulate, I'm going to select
my piping holding down Shift to select them
all in the same meaning. And then I'm going
to freeze them. Now when you simulate, you can see the head came a
bit closer to her. Not much. Let's put this down,
give it a farther. Games, even attach
closer to her. Now if we have some here, of course it will look better. Then I'll select the piping. Right-click on one of them. Activate. If you need the head to seeping in different angles selected, then use your Gizmo. Adjust how it sits in the head. That's basically how
to create a copy. And I hope this helps you.
8. How to make a Big Floppy Sunhat: Here is how to create
a floppy son head. And I have loaded in
Victoria or late, so make the head is quite easy. I am going to take my
circular pattern tool. I will draw a shape. And if you want to make a head debt around,
all around the same. Now like overall but perfectly round and make it
perfectly round. I'm going to make
mine a bit over. I'll select it. And I can
see that this is the point. So I'll squish it
in this direction. Then we have got a
head shape like this. I'm going to make
it a bit bigger. And you can scale it
any size you want. Of course. Something like that. I'll put it here. The center part where it crosses so I can see where
the exact middle is. Dna. I'm going to take
my internal cycle tool and start making a
circle from that middle. We can see it. I'm going to right-click on
it on what to hold. I want to make it the shape of our head so that the head
and sit on her head. Let's load a bit more
to where we want it to sit that we can see how
big to make this whole. Something like that should work. If we simulate it, just going to drop
its basic fabric. So I'm going to apply a physical property which
LTP or these kind of head. Then I save that for
you of course, to, there you can see now it's not falling so much,
it's much stiffer. More like your height. Also to keep it on our head, we can add some elastic if we had too much
debt swat happen. And so I'm going to raise
that issue to 9096. Let's a bit better.
Now the elastic, as you can see, sort
of light inside. And it gives us this
nice kind of shape. One before it was just stayed. Now it has more of
this wave in the air. That's a bass part
of their head. If you wanted more pointy, you can go ahead and
change your curves, etc. To make the rest of their head. I'm going to show
my line length 137. It easier to calculate denial, take my calculator one Thirty-seven times
four equals 548. I'll take my rectangular
pattern tool. I'll click once and I'll
make the width 548. The height. That depends how tall you want
the height to be. If you want it to
be short height in, make the height smaller. If you want to be
very tall head. And of course you can use
the same principle to meet. Tall gentleman had done
just make it higher. I'm going to see 5060,
something like that. Then I'll take my circular
pattern to actually again just right-clicking
this and say copy as pattern. Then paste it, command paste, paste, copy S pattern, paste. Then I am going to take
my fee sewing tool. And I'm going to
be so the bottom of that rectangular
to circle here. Then I'll apply the same
fabric to all these parts. And I'll show my swing.
Just freeze this. Meantime, bring this up. Then I'll free. So this round part to
the top of this part. Let's see if that
come out great. Sewing. We shall see think it
may have been reversed. So let's reverse it. This up. The activated the
same analytes that settled. First of all, there you can see what I mean
by making it smaller. You can make it higher hat. Then I'm going to save me. So these parts together to
close it off in the back. I'm going to reset this thing. First of all, you have to
activate it then who said it? Then free. So it again. This time it will
looks like it works. Simulate. Got a head node sort of rounded
and funny-looking. We can control how rounded is or how flat
it is in the top. By controlling the fold
angle of the seam, I'm going to raise
stained first of all. Then if we folded into 0, you can see it goes inwards. So if we fold it,
not white to 0, but sort of ground 100, it gives it a flat top. And if you wanted very round to obligate, just lift it up. If you lift it too much, you can get strange effects. So something I
don't know, a 113, maybe not quite a 118 or just perfectly flat node
going in, going outward 117. Then you can play the strength to if you lowered the strained, I have lays off
effect, raise it, we have more effects. Then steal back off it. So I see that all of these
use my gizmo back of it. If you wanted, you
could add a ribbon around here on the front end. February. That's
basically how we can create these kind
of big floppy son head. I hope that helps you.
9. How to make a Beanie Winter Hat: Here is how to mix simple
kind of window had been he had really quite
easy to make it. So I'll show you how I did it. I am going to take my
rectangular pattern tool, make a ship bit
wider than her head. A bit of dollar. In, I'm going to right-click
in this point, onward to carve point, like click here on
what to core point, and then bring those
points inwards bit closer. Something like
that to start with copy symmetry based segment. So these parts
together simulate. Then I'll apply this fabric
which I started over wool. And I just changed
some settings here. Apply that looks a bit
too tight in the bottom. So I'm going to take this point, take it outweigh 15, and do the same thing here. Not to beat loser. Do it is to lose, but we don't want it
too tight either. Then depending how you ship
it will make it more rounded, more pointy, even
differentiate head of course, um, oops, I didn't mean to that. Now to make it roll up, I'm going to add
an internal line cooling down Shift to make it
straight and double-click, pull, straighten 100 and
full angle will be 60. I'll add up in here a pin here, being here, being
dead as a folate. And then just help it along. Same thing in the back and up into keep
that part in place. Didn't clear my pins. And then lower my head. Make it a bit wider. So I'll
select the whole pattern. Click that middle
point, and then scale. Basically just pull
it out of our ears. We need to right-click on her. And it is a skin offset. It's going to keep
it I'm going to into her skin is going to
push it away from the skin a bit more than I had too low because
before that I did the gap. And for that I want it to
be tight against time. We can also raise thickness and Lord the vertical distance. And that's basically
how to create a head. And then you can just tweak it, will lead, change the
shape, make it taller. If you want more
fabric up there. Ligated over her ears. Just play with the shape
if you want it to be. More hanging in the back. Long ordeal and find which part of your
head is this part. And that the same name
you can go in there and we can give it more fabric. A c means here. So we wanted it to be in a
bad mood, rounded. Keep both simulation, take
this tool and rotate. It. Sure seems rooted in a manner that Let's see me is like this towards the
back instead of across. Now let's do firms. So I'm just going to
get rid of that point. And then if we want more
fabric in the back, Let's go into
back-end, rounded out. There we seek more fabric. There we are back
of not recovery. And if you want to
see this part bitter, you can go into the fabric, goto back and turn up for say, material front and just
make detest shade darker. Then you can see that
inner part compete better. In the inner part is dark. Then to give the head
some more thickness so it doesn't look
so cut-off flat. We can select both
and go layer clone. I just roll it down because
if you try a layer to it, one is folded up, it will have a big miss. So I just straighten it
and then layer clone. And then you can see the
age is a bit more rounded. If you wanted to,
you could always scale the layer
clone one up a bit, which will give it a lot
more of kind of added look. Now it's not really nice
how it's meeting there. I'm going to edit that. I just delete the swing that is generated from the layer 2ND and then saving so these two here and these two here.
And then three. So from here up to here, and do the same thing here. Then in suit of
sewing this work onto the head like you see here
one there is that part meets. We can resolve this
part together instead. Make sure that the seams are not overlapping. There we go. You can see that the line there
is a site is almost gone. There we have got a fat head. Then we can roll
it up if we want. I'm going to don on
fold rendering because it will make it go down
before I turned off folding. Folding, adding on, Simulate. And ADA mean here. Start to plug it up again. Probably best we raise a particle distance
from four to eight. Then goes faster.
Way Lear Kooning, it needs to give it
some more thickness and it's not so thin, it's so flat looking. Sleeping offer too much. So let's add up in over here. Then dig that up. Here we
can see where the seam is, otherwise would be flat, but with the layer
clone, it looks rounded. Then let's clear the pins. That's basically how to make
a window head a beanie. I hope it helps you.
10. How to make a Witch's Hat: In this tutorial, I'll show you how to make a witch's head. So to start off, I'm going to
use the cycle pattern tool, make it somewhat
bigger than her head. Mostly we just had earned around all around sort of oval-shaped. I'm going to squish it. Then make it bigger. Something like that
is to start with the Internet cycle tool underlying it in the middle. You can see if it's
in the middle or not. You who were over
the outer length, you can see where those dots and these dots is on
the middle line. And then holding down
shift digestion, notch it up and this
dot is on this line, then you'll get this
one on the middle lane. It's going to be centered
convert to hold. That looks like
with big pothole. Let's shrink it onto that
fits around her head. That might be too small. Let's see, we simulate. I think it needs to
be a bit longer. Now, first of all,
let's make this dream. Not sure what to
call this thing. And I said this, who
gotten ideas? The vending. That doesn't look
too bad already. To save some time. I'm just going to load it up. You said which I made before. Then I add a fabric
or the head itself. I call this Steve head. That looks like it could
sit nicely on our head. Let's select them
both, make them black, For which is specular color so that I can see
it a bit better. And maybe not quite black
because it is hard to see. Now for the head itself, I'm going to make a rectangular. Then I'm going to go to the
middle point, right-click 50. Then delete these points and
we have got no spiky things. I'm going to round
up bottom a bit. Then I'm going to free
So this part to decide. I make sure that that Steve
had on it, not the headways. There isn't that I
showed it to the side. Note to this way across
is because I want to seem to be like these to the
middle and not on the side. Then I'm going to copy
and symmetric PhDs. In Frisco, this part, this side. That looks be tangled. So let's reverse that
and it looks better. Now I free. So this
all head to this one. Looks even more tangled. So let's delivers
that. Simulate. Now it looks very thin
and not very fed. So let's first of all
found this a bit. This is a bit. Make
it a bit better. I'm going to enter presets here. I think I might have applied wrong crusade
just like check the H2 REM onto that. That's better. Headroom.
Should actually, Steve had this should
probably the head room. Maybe I stages in both. Alright, so because this one
has higher winning lift, it will all bloated
out like that. That doesn't look too bad. It's straight ahead. If depths what you want,
then that's great. I'm going to add
up by being alone that in just to make
it look a bit fancier. Going to make it smoother. Seven, lift see, six. Blowing up like
that because it has the receipt of the stiff
head we just made it, which is metal bloat
out like that. So if you put that new
piping is going to go crazy. I am going to add piping. Give you something moderate
like cotton cloth, black, shiny. It's not exploding. You can also pipe the
insight if you like. I'm just going to
leave this way. There's one kind
of witch's head. What I want is to Steve base and deny you want to
have a head that looks like it has
material on top. I will also want to make
one that are a bit more. But to start off it, we start off this
straight kind of head. I'm going to select
this tool, copy, paste, bring it down
over the other one, and make it taller. For the meantime, I'm just
willing to face this one. It doesn't move. Bring that one back there. And so it onto the head otherwise would fly
off Lake District. Going to be so this one here in Frisco, this one do here. Maybe tangled, we should see look like tangled unfortunately. So let's see this one to
here and this one to here. And we can have a better view of distinct this one and
this one, Oliver's. This one get hidden. Simulate. Now that's better. Now I'm just going to add
a fabric for soft head. Maybe it has to
do with something soft and even like chiffon, it tends to want to go up. So to get it to go down, I want that
bilinguals all along. I'm going to select
these lines here. This one is enough. Go to elastic and add
a bit of elastic. Lower the ratio bit
more to pull it down. I'll also lower the
vertical distance. See that I can improve
in those wrinkles, which are pretty sharp
looking right now. Make it attach wider as well. The wider debt we make
them bigger that we may get bigger than wrinkles
because there is more material. Then we select these
and activate it. Or when we have got no of hearing
wrinkle, which is head. Now I want to make this head
sort of carved backwards. I just delete this and then
walk on the shape here. That's making it girlfriend, Wait, let's do it other way. That's more I liked it. I liked the shape and now I am going to do the same
thing like before. Copy and paste the
code into them. Freedom or the base layer. Then so these two here make this faster beat
wider before I simulate. And we taller. Then it
didn't make amines. Then if you want more wrinkles, then you just make it wider. Then we have got our wrinkly
looking which is head, while it still has
its Steve underlayer, which is keep its shape. And we have all these
nice wrinkles on top. I've got a nice witch's head. I hope you enjoyed this tutorial and see you in the next one.
11. How to make a Robber Hood: Here is a quick tip how to
make this kind of banded mask. Start by making a
rectangular in, I'll copy and symmetric pasted. In denial, pre-sold
this part. This part. Then simulate. And then I'm going to segment So
distributor to hear. It looked like there is a
strange below on her head. So we have gotta give me some more roundness
like our head has. First of all, I'm going to
convert this to a car pointer. Then carve these two
are cut-off point. Now we needed to ship it
a bit more like a face. We want it to be
tight on her neck, so we have to add point around there to
make it more rounded. So let's add point here. There is a lot of material
here. Blot too much. I mean, just hide
this, delete this now. Get rid of deputies going
to make this tighter, not to be too tight. So I am going to make the
overall team bit bigger. Here we have a
border strange thing hanging up in the air. I'm going to go by Caffe Tool. That's a bit better. I am going to make
this longer and wider. I'm just going to raise
our skin offset or debt so that her ears
might go in there. There we go. I think we could do this a bit
less material here. I'm going to take
that back up a bit. In Sparta, the more recovered the type
it's going to be. There we go. Late. I want
to make opening her eyes. Easiest way to do that is simply to pause
simulation first, to click where wonder are
willing to be less around there into separate the scene. So I drag this one down to here. Then this one too here. We can see it's time to open up. I'm going to add
a segment point. I wanted to open the end segment point where
data is showing inch. Then I'm just going
to carve it in. There. We can see now we have
her face showing distinct. I think that bottom
point go up a bit more. We see less of her nose. This should be a
bit of list scarf, so we don't see so
much of our face. Those entering here and there. All n Now, right? And now if you want
it to be like a mask, but it closed in the middle. We can just add a
tiny bit of showing. First of all, I have to
add in the following, it got a bit of up
to that point later. Now we can add a
small little bit of showing here. And here. Then when we
simulate going to be close to like a nasty
looking rubber, I think that's way
too much material. I'm going to make
little bit shorter. If you want it to be
tighter against the font, shorter to beat less carb. And of course, you can
control the shape of those two by adding either
more curved points here. Making it more open, making it come down
more to make it more, it'll look like more nasty. I'm just going to get
rid of that swing there. Now if it sort of lumping up and not keeping each CFU well, the best way to make
it keep it shape is to adding piping round here. If you don't want to see the piping event just
aren't on height. If you wanted this to be a
spike out to go up like that, then just grab this
point here and make it look short of
speaker here, rounded up. Then it's going to be spike or go up there, sharper angle. And the same with the top. If you wanted to make the top to come down with a sharper angle, then just add a point here. Just going to come down
in a sharper angle. You can make all kinds
of shapes like that. Basically, if you
just look at it, it looks like her profile
of her head and her neck. And that's just what it is. Those nasty years, India. Then when we reduce the
particle listings is going to look much nicer
with minimal wrinkles. It's basically how to do this. Roberts masking. And I hope you
enjoyed this tutorial and see you in the
next tutorial.