Hoods & Hats In Marvelous Designer | CJ | Skillshare

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Hoods & Hats In Marvelous Designer

teacher avatar CJ, 3d Artist | Teacher

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:51

    • 2.

      How to make Hoods - The Basics

      9:06

    • 3.

      How to make Hoods - Closed Hoods

      14:32

    • 4.

      How to make Hoods - Pointed Hoods

      11:54

    • 5.

      How to make - The 3 Piece Hood

      11:44

    • 6.

      How to make a Cap - Begin

      6:53

    • 7.

      How to make a Cap - End

      9:00

    • 8.

      How to make a Big Floppy Sunhat

      6:42

    • 9.

      How to make a Beanie Winter Hat

      8:13

    • 10.

      How to make a Witch's Hat

      13:12

    • 11.

      How to make a Robber Hood

      8:40

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About This Class

Welcome

To my course, Hoods & Hats In Marvelous Designer. In this course we gone a learn how to create different types of Hoods and hats in very easy to learn way.

What is your benefit to choose this course ?

 First, you'll quickly make your own beautiful and dynamic clothes for 3d models -  for animation, films, games.

This course is for intermediate to advanced artist, who want to upgrade themselves.

  

Things you learn here.......

You'll explore the different tools that will help to create the hoods and hats.

There are some key learning is How to make  the basic pattern, how to make closed hood with DAZ avatar.

Moving forward we learn how to make 3 pieces hood, Pointed hood. etc.

Not only hood I also teach you how to make cap, Big size floppy sunhats and many more.

 By the end of this training you will be able to create these types of  stylish Hoods and hats.

Students who is Ideal for this course

Fashion designers, 3d modeler, 3d artist, Marvelous Designer Users.

Software required: Marvelous Designer.

 

Still thinking abut taking this course ?

Please leave your comment.

 

Good luck.

Cheers.

Meet Your Teacher

Teacher Profile Image

CJ

3d Artist | Teacher

Teacher

Hello, I'm CJ

I’m very passionate about 3d architecture visualization, modeling and texturing. Especially developing characters and props. I really enjoy how the 3D industry keeps redefining itself every year and to keep pushing the envelope.​

​Since the beginning of my studies in the field of illustration and 3D design at Arena Animation. I have had the chance to refine my artistic skills in many ways. Originally I started out my career as a 3d architecture visualizer but I have strong knowledge in 3D modeling , texturing.

I have worked for many educational Institution such as  Arena Animation, Mayabious Academy as a 3d Faculty.

Although I am working as an Artist, My passion for teaching, modelling, sculpting and texturing is still ALI... See full profile

Level: Intermediate

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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.