Modelling Clothing In Blender : Vol 1 | Fernando Williams | Skillshare
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Modelling Clothing In Blender : Vol 1

teacher avatar Fernando Williams

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.

      Course Promo

      0:53

    • 2.

      Creating The T-Shirt

      10:55

    • 3.

      Adding Detail To The T-Shirt

      7:22

    • 4.

      Creating The Pants

      8:32

    • 5.

      Adding Detail To The Pants

      2:35

    • 6.

      Final Remarks

      0:19

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About This Class

welcome to modelling clothing in Blender vol 1.
If you want to learn how to model clothes for your characters then this course will give you all the fundamental techniques that you need to get started. we will start by creating the t shirt for our character and then we will add details to the t shirt. We will create the pants for our character and we will finish off by adding detail to the pants.
We use formula based and easy to understand modelling principles that will help you to understand complicated tasks wether you be a complete begginner or an intermideate student.
After following along with this course you will be able to start creating clothing for your characters wether it be for cartoon charactersor for product visualisation. .My name is Fernando Adelino Williams and i will be your instructor for this course, lets get started.

Meet Your Teacher

Hello, I'm Fernando.

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Transcripts

1. Course Promo: Welcome to modelling clothing in Blender volume one. If you want to learn how to model clothes for your characters, then this course will give you all the fundamental techniques that you need to get started. We will start by creating the T-shirt for our character, and then we'll add the details that we need to the t-shirt will create the pens for our character, and we'll finish off by adding the details that we need. We use formula based in is to understand to modelling principles that will help you to understand the complicated tasks, whether you're a complete beginner or an intermediate student. After following along with this course, you'll be able to start creating clothing for your characters. So whether it be for cartoon characters or for product visualization, my name is Fernando or Delano Williams and I'll be your instructor for this course. Let's get started. 2. Creating The T-Shirt: Hey guys, welcome back to the course. We're going to start creating the **** for this, correct? Okay. And why do we wanna do right now is I'm just going to come here to the outliner and I'm going to choose image and it actually, alright, then I'm going to go up. And in my reference images, I've got a sketch of some clothing that I just did. Okay, So this is the kind of tissue that we're going to give this guy. Okay, so I've just met as symbols cage so that you can see how it looks like. So coming in here, we want to select the body here. Then I'm going to press Tab to get into edit mode. Okay? And looking at this, I think I'm going to select probably this edge loop here. Okay? So I select this group and I'm going to hit Control Plus on my numeric keyboard. Alright, so what I'm trying to do right now is I want to create something that looks like a t-shirt or whatever you call it. Alright, so I'm gonna call plus again. I think somewhere here could do for this leaf. Alright? And you could see right here is a little bit too much. So all you need to do is you got to come in here and you go out, shift select an edge loop that you want to subtract. So odd, Shift Select, and I think this is quite good. Okay, coming down here to the bottom, I'm going to go Alt, Shift, click, Shift-click, Shift-click, I think, until there. And we'd go to order Shift-click this, alright, with this very selected, I'm just going to go Shift D to duplicate and I'm going to press Enter, alright. And I'm going to press P on the keyboard. And I want to separate this geometry from what we have right there. Okay, So if I get out of edit mode, you can actually see what we have right here. And you can see actually the axes are sitting on the wrong place. So we want this access to sit on this geometry. So you can come here to object and you say Set Origin, origin to geometry. And you can see something crazy just happened. All you just need to do is to press a, to select all these polygons that we have right here. And we want to start scaling this out so that it looks like the person is wearing something. Alright, so you're gonna go out as C on your keyboard and you want to start scaling. Okay, I think something like this could do. Alright, so looking at this now you can actually start to see that our character have got some clothing right here. So what I want to do now I want to start tweaking down here. I'm going to select this and I'm going to say scale in this and put zeros. So what I just did is I just flattened all these vertices that we had already on the bottom. And I want to close this gap that we have right there. We don't want that gap there. So all you just got to do is you got to hit E to extrude and press Enter. Alright, then we're going to start scaling. Alright, Just like that. But I think we need to deactivate our subdivision surface for now. Okay? Looking at this, you can see that some things are looking 100 per cent, right? So all you just need to do is you need to come in here manually, alright, and fix some of these issues. Alright? And let me just change this to normal to low cost. Probably no more can do. And you just gotta tweak that geometry there. Alright? So I'm just making sure that the distance between these is equally the same. All right, so coming back to this inner loop again, we're going to select it and we're going to heat ie to extrude. And Chris end, alright? And we want to push it in the z like that. Alright? So if you go Shift Z, you can actually see what we have done there. And I'm just gonna go to my side view. And I'm just going to start positioning these things. So I'm gonna go global. And I'm just going to push this, alright, to mimic what we have right there. Okay? So we were trying to add thickness to this. Alright? So we want to add an edge loop right here on the middle so that we can be able to tighten it up, alright, something like that. Okay? And if we can add subdivision surface now you can actually start to see what we have right there. And you can also add an edge loop right here so that it can have a little bit of volume. Then we can come here to this section here. And let's do the very same thing. So we're going to Alt, select and hit E to extrude interests. And then I'm just going to hit S for scale and we're just going to scale it in. All right, let me just deactivate my subdivision surface there and see what we have there. Alright, then I'm going to hit E again to extrude and press Enter. Alright, and I'm going to bring my front view. Alright? And let's change the axis to normal. No more than an awaking. Probably local could do. Alright, then getting into wireframe, all you just need to do is you need to push this up, alright? And you can scale this some more, alright? Something like that. And you can also add some thickness right here by just adding another edge loop inside there. Alright, perfect. So getting back to Solid View and activating that you can actually see what do we have there? Alright, I'm going to add another edge loop right here on the middle, give you some thickness. So Control R on the keyboard. And I'm just going to add something here. And I'm going to come right here and I'm just going to add something right here as well so that we can have a little bit of thickness there. Before we can finish here, Let's just come here to the top here. And I'm just going to deactivate my mirror modifier for now, alright. And they activate subdivision surface. Alright. So I'm just going to come here and change my axis to global Probably, yeah, something like this. And I'm just going to start pushing these things down and out. Alright? Or the other way you could just type double G and you could push this down. Alright, so tip WE and you could slide this over WG. Let me take this one down a little bit. And bring this one down a little bit. Okay? So you can kinda see what kind of geometry we are having right there. Alright? And I'm just going to do the same thing here. Do the same thing here. Alright? Looking at this, we want to have a loop that just goes around here that is equally the same so that it can be able to hold this corner here. So we could go ahead and just drop this one's down. So this w g and just push this down a little bit. Okay, so I could just go Control R on the keyboard and add another edge loop right there. Okay? And continuous shipping, that's the way it is. You just have to make sure that you ship these things. Otherwise, there's no other way. Alright, I can actually activate my mirror modifier there. Okay? Then I can actually push these in the x and push this in the x. Alright? And I can push this into x. So you can see now that we've got that kind of thing that we're looking for with this done now, all you just need to do is you need to select this, alright? And you can press E for extruding, and then you can start scaling this in. Alright, I think something like this, right? Perfect. So you can see here we go the longer age compared to this one. To accomplish that, we can get out of edit mode and we can go Shift H or right to isolate the selection there. Alright, and you can get back into edit mode. Alright, so I'm just going to come here and change the axis. Let's see local normal. I think no more can help us some more. Alright, so I'm just going to push this down like that. Okay? And I'm gonna take this and I'm just going to push it in the Z, like so. Right? Alright, so looking at this, I think we got some uniform distance between these lobes here. Then you can come back and OD select this inner loop, Alright, and press E again and press Enter. Alright. And this time we want to push it down. So let's go back to global. And we got to start pushing it down like so. All right, if we go out h, you can be able to bring back everything that was hidden there. Alright, I think we can select or deselect this age. Hold Shift, select this age, okay? And you can just push it a little bit in the y like so. And you can scale in the Excel, there'll be some more like that. Alright? Then if you can add subdivision surface now, you can actually see what kind of geometry we come up with. Now, looking here, you can see something is not looking right. These various here is a little bit easier than the other vertices. So we're going to go Shift does it so that you can see a little bit close. Alright, let me just deactivate that. And I'm just going to select these two there. Alright. And coming back to our viewport shading, I'm just going to push this out to beat. Okay, so now it is a matter of shipping these things so that you can actually get the ship that you are looking for. If you want a little bit of thickness right here, you can just deactivate subdivision surface and add one line there so you could go Control R. And you could come right here and the line. Alright? And in these areas that things are a little bit overlapping, alright? You just need to make sure that you go shift does it, and you can choose something like those three points. Make sure that you don't have anything else selected. Alright? And you can come back to viewport shading and you can just pull that out, alright, something like that. So you need to go ahead and do all that to most of these areas here. Let's come back in the next lesson and we're going to start adding detail to our T-Shirt. Alright, I'll see you in the next lecture. 3. Adding Detail To The T-Shirt: Okay guys, welcome back to the course. And on this lecture we're going to be adding detail to our t-shirt here. We need to make sure that we add this kind of detail that we have. So it's like a folding that we have right there. So you gotta go Control R. And I think some way they could do, alright, and I'm just going to deactivate subdivision surface, alright? And I'm just going to come in here and I'm going to change my axis as well. Normal. Let's see, okay, something like that. Then I'm going to select the slope here, alright? And I'm just going to go Control plus, alright. And you can see that we've got more than what we intended there. Alright, actually this loop is coming out. We have to deal with that. Alright, so we could go Alt, Shift select and deselect that. So I'm just going to hit E on the keyboard to extrude, alright, and price. And then I'm just going to scale this out some more. Alright? See how big that is, k. So if I can add my subdivision surface, I think you can see what I come up with here. Let me just smooth shell it. Alright. You can see what kind of a **** we got there. So if you want to add detail now, all we just need to do is, let's say for example here you just need to add an edge loop right here. And you could as well that tucking this area in here. Alright, so if I can actually deactivated my subdivision surface, I could just start tucking some of these areas in, alright, and making sure that some of these areas are coming out, alright? And you could also raise these areas up. Then you can kind of see the detail that you'll get in there if you get out of edit mode, alright? And you gotta continue shipping. So you could actually do something like that. And you could come see it another line there, alright? And you could actually pull this in. You wanna do it with subdivision surface, that's okay. You could do that as well. So you couldn't actually tried to do something like this. And you could do something like this. Alright? And you could add another line here. All right? And I think this one went in a little bit too much. Alright? So you could move this out, alright? And you could do a zigzag kind of thing as well. So you could do this. And this one will go in, this one goes out. This one can go out, something like that. And we can come down here, eight another line. All right. And let's see, you can pull it in like so. All right, pull these out and just tried to some variation to this so that it doesn't look as if it's computer-generated. So you need something that looks a little bit natural, right? So you can see this quite a little bit of detail right there, although the detail is quite too much. So if it's too much, you can come ahead and try to tweak it a little bit some more. Alright. We can add another one right there. Okay. And I can push that in police that in, push that in Ryan Cain. And I can do the same thing right here. Push that in. Shelley. Pushed it to the wrong direction. Okay. Perfect. Then the same applies to the back. You could do the very same kind of thing. And probably you could push this in a bit. Right? And yeah. You can do the same thing right here on the arms as well. So you could add another line right here. Alright? And you could actually started by killing it in a little bit. Okay? Then you could just come back in here and started pushing things. Things like these. The same applies here. You could actually bring this one down a bit. So it'll look like it's tagged in there. And coming to this, I think I want this a little bit rounded. So I'm just gonna, I'm just going to select this, Shift, select that. Alright. And I'm gonna change my axis probably to normal. And I'm just going to push it down. Alright? That way I'm trying to smooth it out a little bit so I can also scale it if I wish to write something like this. And the other thing that you could do is you could add a seem right on the shoulder here. So let me show you how you could do that. So going to our front view and pressing Shift set and let me deactivate wireframe mode. You could see that. Surely. Let me pull this up a little bit up some more. Alright. I want to pull this up a little bit. K, Something like that. So it's always good to check how things are behaving themselves. All right, so looking at these, I think we could add a seam right here. I think this would be a good place to add a siem nugget right here instead of right here. So right here, I think it'll be good. So you could just click this edge right here to LAC and you could go Control D, Alright? Alright, and you could add one line there. I think something like that could do. Alright, then you go to old click, this inner edge here, and you just go to scale it. Alright, so you scale it in, alright. Kaelyn, in some more, something like this. And if you want something that it too close, you just need to make sure that these lines are too close to each other. Alright? So if I can go ahead and now in a subdivision surface, you can see the seam now that we've just added here. Alright, I think my Ringo's just too much here. So I'm just going to correct that in-between the license, alright, and in the next lesson we're going to go and start creating the shots for our character. So I'll see you in the next lecture. 4. Creating The Pants: Okay guys, welcome back to the course. And on this lesson we're going to be creating the paints for our current. Alright, as you can see, this is where we left off from the last lesson and I've asked you to go around and add some wrinkles on a T-shirt. And this is what I've come up with. Alright, so I believe you are getting it right. And you can see I don't have a reference image day and I don't need a reference image for that. Because pains are very, very simple because we already have the pen structure right here. Alright, first of all, let me just pull out the ****. I think I need to make sure that I rename these things and I'm going to call them ****. Alright, perfect. And I'm just going to pull it out of this collection, alright? Okay? And I'm gonna come in, select this body here, and I'm going to tap into edit mode, alright? And I'm going to come here on the bottom. You can see that we did close it up here. And I'm just going to select this face here. And I'm just going to say delete faces. Alright, perfect. And I'm going to select this edge loop, alright? And I'm just going to hit Control Plus on the keyboard just to grow this selection or right? And looking at this, I think so a little bit lower than what we want. So I'm just going to push it a little bit up. I think something like these could do for the pens, alright? And we want the pins to be covered by the t-shirt. So it's not gonna be a big deal. Alright, then with this, I'm going to go Shift D on the keyboard and I'm going to press Enter. I'm going to press P to separate the selection and I'm going to trace there. If I come out of edit mode, you can actually see the geometry there. So I'm going to select this, this is going to be our pains. Then I'm just going to call it pens. Alright? Okay, perfect. And I just want to pull it out like that. Alright? Perfect. Looking at this, you can see that the origin is sitting right here and we want it to be sitting right on the pen. So you got to come back to object and set origin, origin to geometry. Alright? And let's just get global there. Alright? And you can see that there's this weird thing that I've been there. Don't worry about that. You just have to get into edit mode and press a to select all the polygons there. Alright? And I think you can do it from the bottom here so that you can be able to see the separation. So you're gonna go out S on the keyboard and you just start scanning. Alright? I think something like these could do. Alright? And you have to take this edge loop here, your press E to extrude and press Enter. Then you're going to hit S for scale, alright, and you can just scale it in. All right, let me just deactivate my subdivision surface here so that I can see what I'm doing. Alright? And with this, I'm just going to grow the selection a little bit and I'm just going to move it up just a little bit so that I can be able to see my leg geometry there. Alright, then coming back to this loop, I am going to keep scaling. And I'm just going to scale it just a little bit. Alright? And I'm just going to hit V again to extrude an NDA. And after this, I'm just going to come to my Xerox's that I'm just going to push it in like so. If I tap 32, go to the side view and Shift Z to get into wireframe mode. You can be able to see the geometry that you have there. Alright? And I'm just going to add another edge loop in-between these, alright, so that I can be able to tighten that a little bit. Alright, perfect. And coming down here, I'm just going to add another edge loop to tighten that corner there. Alright, something like that. Okay, I think it may be a little bit closer so I can hit W G and just slide it over a little bit like so. Then if I activate my subdivision surface, you can actually see what we come up with. Alright, perfect. So we want to do the very same thing right here on the top here. Looking at this, I want to select this edge loop here. It looks like it's a little bit lower here. And I can just take my Rotate tool and I'm just going to rotate it a little bit so that it looks similar. Alright, Probably just to here. And I want this loop to be tight with body geometry here. Alright? I'm not going to add thickness on top here because this is going to be hidden by the t-shirt. So I'm just going to press S to scale and put it somewhere where it's really, really close. I think somewhere there could do. Alright. And you can manually come in and Just chuck, in some of those vertices there. Alright? So that's all we need in terms of the top side here, because it's going to be hidden by the t-shirt anyway. Alright, perfect. And I'm just going to select that loop and I'm going to press X and I'm going to say this, solve that. Alright? We don't want to have a whole lot of resolution there. Alright, then I'm going to select these and these. And I'm just going to press W G and just laid them forward and push them out. The same applies to this one. Tap W G. And I'm going to push it out to beat. I think this one just needs to go in a little bit like that. And I'm going to pull this one out to be it actually I need to pull this one out in the x, right? Something like that. And I'm going to push this one for the y. Alright? Looking at the back, we just need to do the very same thing. So I'm just going to push the y face tint the x, k. I'm going to take this and this, and I'm just going to tap W G and I'm just going to slide it over to the side like so I can pull it out to be some more. Alright. I can take this and pull it out. Pull it out some more. Alright? And I can push this sum. All right. Let's do the same here. Alright, perfect. And again, take the center again, just bring it forward. And I can bring this down In this up. Then we can come now and we can put back our T-Shirt, right? And you can see that right here. We've got some issues there. Alright. I can actually get into X-Ray mode and I can select those. And I can come out and I can just pull that out. Right. Now, Let's look around again and see. This one right here, I think is quite a bit. I'm going to select this one. And I'm just going to push them in B2 to us out some more. Alright? Perfect. In general, you can actually add some ring goes right in here, right? You could just some Ringo's right there. So feel free to do anything you can do with these. Alright, I think we might as well leave this lesson right here, and let's come back in the next lesson and start adding detail to the pains that we have right here. Alright, I'll see you in the next lecture. 5. Adding Detail To The Pants: Okay guys, welcome back to the cost. And on this lecture we're going to start adding detail to the paints that we have right here. Alright, so I'm just going to select these and tap into edit mode. And I'm going to come down here and we're going to type to adding some Ringo's. So I can just add, let's say one for now. And I can just scale it out to beat, alright? Another one. And I can scale it in just slightly. Alright, perfect. And if you can come out, you can start seeing what we are going for. I can add another one right here and just kill it in a bit. Alright, then I can come right here and I can add a middle one. Skill it out. Skeleton. Alright. You just got to go around and add Ringo's all over your pants. And I can come here as well, and I can just flee that a little bit and add another edge loop here. And I'm just going to scale it in. I don't want something too complicated, alright? Like that. And keep checking how your geometry is looking. You can see it's quite too much there. So I'm going to scale it up a little bit. And coming here to the top here. You could do the very same kind of thing. So I could take these and just kill it out some more. And I could add another edge loop right here. And I can just try to scale it in a little bit like that. And you could start seeing that, right? And you could take that and you can start pushing some of these vertices out. And you can actually see what you come up with there. Alright? So it's a matter of tweaking things. And just like what we did do the Tisha there. Alright, perfect. So this is all you need to do in terms of creating pins for your character. So I just want you to take your time and add some Ringo's, you know, subtract some wrinkles that might not be looking good. Like you can see here, things are looking good here. So you just need to subtract and add some more. Ringo's way isn't necessarily in. Don't add a whole lot of it as well. You don't want to make this mesh more dense, alright? 6. Final Remarks: I would like to congratulate you for finishing the course modelling clothing in Blender volume one. After completing this course, you can go ahead and check out my course right here on Skillshare. I wish you all the best in your carrier and this is your favorite instructor, Fernando added. Williams is goodbye for now