Howdy folks! I was looking around for a good tutorial about how to make clothes/props for a 3d mesh, I have few models that would like to further personalize; so I've just left the base mesh and removed the previous clothes. Now I would like to make few mesh to make some variety on the mesh, but with the chance to replace…
Guess nobody ever did a generic tutorial about how to make clothes? I could make money making one and selling it LOL Seriously speaking, I guess that nobody care about making such meshes; when it is easy to make a simple body with the clothes already on.
OK, got a nice tutorial on youtube that shows how to make clothes in a simple way. Now the next step is to find out the workflow for the rigging and skinning....do the artists just rig from scratch their mesh, every time that they add new items on the mesh? Is there a more efficient way? Thanks!
Thanks for the reply. I've check the link, and it is basically a tutorial about how to import a figure that is already animated, skinned and rigged with different props, using UDK. That may be useful later....first I need to learn how to make the mesh :) It assumes that you already have the mesh; I am starting from a base…
Realtime; considering to use either Unity or UDK. I want to avoid to have to import in my project 5-6 different full models, when I could just import 1 and the different mesh clothes and save space. Plus is fun to do the customization like you do in Skyrim and similar games.
Thanks Uncle; that seems a good solution, if I can find a copy of 3DS Max...sadly I am on Mac, so it would be either Blender, Cheetah3d or Cinema4d (can't afford maya :P)
Darshie if you are using 3D max you can try skinwrap modifier. It deforms a mesh based on another ones vertex/poly deformation - in this case your base body skinned mesh deforms clothing. And you can convert it to basic skin modifier and tweak if something is wrong too!
This is actually what I am trying to figure out....I have the meshes ready but got stuck on the rigging and skinning part. Some items fits well because they are tight (chainmail armor), so I just rigged them with the base mesh; but others, like the cape and the shoulder armor require a different rig just for these items. I…
That's useful, regarding this though. I'd like to make a character with interchangable items. I've made a naked base mesh, would I simply just make armor pieces on top and rig them to the bone? Do I animate ONLY the base mesh or do I animate with armor pieces on her? Thanks!