In this second tutorial, we will learn how to :
model a long skirt with a simple flat cylinder,
use a shape under a cloth
use primitives as figures in poser to model a cloth
If you succeed, you will know all the basic tips I use to make my dresses. The others are only some variations around which you will find easily. incontri bergamo . incontri arezzo . Fashion Clothes, Designer Clothes
Like in the first tutorial, the modeling part is realised in 3DSMax, but I used only basic tools which are included in any polygonal modeler.
the dress bodice
If you have already done my previous tutorial (don shirt and pants), you remenber that we had to bend the sleeves for the forearms.
We used as template the original obj file. We need to do this if we make conforming clothing. But with the cloth room, as we can start from any pose and finish to any also, we can use any pose as template, and choose the more suitable for our work.
So, load judy in poser. As usual uncheck everything in Figure > Use inverse kinematics. Select the body and using Window > Joint editor, click on zero figure. With the parameter dials, set the forearm bend to 21 for the left and -21 for the right.
Now export your object template : File > Export > Wavefront obj. Select single frame in the first window. In the second, check figure 1 only. Save as judy.obj in your work directory. Uncheck all options in the last windows.
Now load the judy.obj in your modeler (vertex scale 100 at least)..
The steps are now exactly the same than in the don shirt tutorial so I show you on the left only the extrusion plan to guide you.
I use only box faces extrusion. For the sleeves, the height and depth are those of the biceps. For the chest, the width is the waist one.
Delete the faces at the end of the arms, at collar and at bottom.
Now add a meshsmooth modifier with 3 iterations in subdivision amount.
Add a UVWmap modifier and map the mesh planar.
Collapse the stack. Affect a material and export the bodice as bodice.obj in your work directory (don’t forget to rescale for poser)..
Back in poser. Import the bodice obj using File > Import > Wavefront obj. Uncheck all the options.
On frame 1, select Judy’s body. With the parameters dials, set xScale to 75%, yScale to 90% and zScale to 10%. Move slightly to put the arms in the sleeves (yTran = 0,103).
(Because of the size of your own mesh, your values can be a little different)
Don’t worry is like me you see a little part of shoulders : the collision depth will correct this.
Create a new 30 frames simulation. Check self collision. Clothify the bodice. In collide against, check figure 1. Uncheck start draping and check the 3 ignore boxes.
Ignore hands is very important as we start with a pose where hands are inside the sleeves.
Run the simulation. I got a little problem with the nipple. This will be corrected in the modeler.
Now, on frame 30, use Figure > Export > Wavefront obj to export bodice1.obj. Always uncheck all the options.
Load the Bodice1.obj (vertex scale 100).
If you had, like me, the nipples going through the cloth, just move sightly the verticies to the front
We will make a square neck using a boolean tool.
Well, we could have shaped it during extrusion, or after, or made the boolean operation before the poser modeling, but I think now is the easiest way for a beginner (I know, all this is an horror for a good modeler, but we have to learn).
In the front view, draw a cube sized on the collar sides. In the side view, move your cube : the cube side must be at the middle of the bodice collar.
Select the bodice and go in compound objects, boolean. Click on pick operand B and after click on the cube to select it.
Choose a substraction A – B (we substract the cube from the bodice).
Done. Now save your bodice2.obj (don’t forget again to rescale for poser).
End of this step. We will now make the skirt part.
The dress skirt
Before drawing the skirt we will have to create a shape. Yes : Judy wears one (or more) petticoat under the dress, which give these wide hips. We will use this shape as a collision object for the skirt. Otherwise, you would get something like a long evening gown.
In your rmodeler, create a box around the waist, just under the bodice. Convert it to editable mesh. Select the faces at the bottom and extrude four times. Then, in the front and side views, move the verticies to draw the petticoat shape.
Select the faces at the top and delete. Do the same for the faces at the bottom.
Apply a meshsmooth modifier with 3 iterations.
Go back and modify the verticies if you are not satisfied with the result.
When you get the right shape, collapse the stack and export the shape as shape.obj (poser scale).
The skirt part itself will be a simple plane.
Choose the resolution you want here : the higher the density will be, more folds you will get. Have a look here if you don’t remenber this. But the higher the density will be, the more difficult ( long) the simulation will be in poser.
Convert to editable mesh.
Apply an UVWmap planar now and affect a material. So you will further texture a plane and will not have to use any complicated map.
Then bend on x axis with a 360° angle. Move to set the cylinder around the shape. Collapse the stack.
But our mesh is always a plane. To get the cylinder we need, select in the back view the verticies at the middle and weld them.
You can now export as skirt.obj.
Now we need the shape which will “draw” our skirt around the waist. It will be a torus.
Draw a thin torus, scale and move it as shown on the left : it should have the size of the cylinder and be set at the top. Name the torus object hip (this will be very important in the next step).
Export as torus.obj
In poser, import :
- the shape obj file,
- the skirt obj files,
- the torus obj file,
- the bodice obj file (the last one you saved)
Now, we will have to constrain the cylinder top to the torus. The torus will be scaled down to fit to the bodice waist.
But we can contrain verticies only to a figure. So we will make a figure from our torus.
Select the torus and go to the setup room.
Choose a very simple item like the P4 bikini bottom and apply this library preset.
You can go back to the pose room : our torus is now a figure (you understand now why the torus part had to be named hip ? otherwise, this step will not work ; if you forgot to name it, you can also do this in the joint editor before going in the setup room.)
Because of the P4 bikini bottom specificities, our torus moved a little. On frame 1, move and scale it to set it to the cylinder top.
On frame 15, move and scale again to fit it as well as you can to the bodice bottom.
Now, go in the cloth room.
Create a 30 frames simulation. Check cloth self-collision.
Clothify the skirt. In collide against, add our torus hip then the shape and the bodice. Uncheck start draping and check the 3 ignore boxes.
In edit constraint group, select the skirt cylinder top verticies (don’t forget to turn around the shape for the sides and the back).
Run the simulation. When done, and being on frame 30, export your new skirt as wavefont obj (uncheck all options).
Now import the bodice and the skirt parts in you modeler and attach them. Then save as dress.obj.
Yes, our dress has two parts (even if they are attached). You will surely learn further how to weld carefully the verticies to get a perfect one piece dress. But we are only beginners, so we will cheat a little.
We will find the same steps than the skirt, so I will explain quicker.
We will use the same torus than for the skirt part.
Draw a plane. Add an UVWmap and affect a material. Move the plane in front ahead of the dress) and the torus at the top of the plane.
Bend the plane on the x axis until it get the torus curvature.
You can delete if you want the torus faces not needed (perhaps you will see better in poser).
Export the plane and the torus as obj files.
Import in poser the full dress, the apron and the torus part.
In the setup room, make a figure with the torus as in the skirt step.
On frame 1 set the torus exactly at the apron top. On frame 5 move the torus toward the dress waist (just under the sirt part). On frame 10 Xscale the torus near 60% to set it around the waist.
Run a 30 frame simulation with the apron top verticies contrained to the torus.
Export the result on frame 30.
Now we will test our work with a walk.
In poser, load Judy. Uncheck everything in use inverse kinematics. Select the body and zero the figure in the joint editor. Set the forearms bend at -21 (right) and 21 (left).
Import the petticoat shape.
Import the full dress.
Set the last movie frame to 40.
On frame 11, load the 30 frames of the walk movie in the walkdesigner pose directory. Increase the shoulders bend, otherwise the hands will go through the dress (it’s easier to do this in the graph display (edit keyframes window).
Our dress will have to collide with the shape. The first idea would be to parent the shape to judy’s hip. Simple but this will not work : poser will get confused with body parts going through the shape and you will see that your dress will enter inside the shape. In fact we have to create a collision with 2 figures ; the shape will be a “conforming cloth” (why to name it hip, mmmmmm……).
You are used to this work now : select the shape, enter the setup room, but this time choose in Clothes-P5 female a bikini (we have to conform to Judy and we are sure that this one will work).
Back in the pose room, conform you new figure to Judy.
n the cloth room, create a 40 frames simulation. Check cloth self collision.
Clothify the dress. In collide against, add Judy and the hip part of our shape (figure 2). Uncheck start draping for the 2 figures, check ignore hands and head for figure 1 and check the 3 ignore boxes for figure2.
Now define the constrained group as shown on the left. Hear we will cheat (a little) : as our dress have 2 parts, we will select the bodice bottom and the skirt top verticies as a constrained group. So the two parts will be held together.
Run the simulation……
We can render now (don’t forget to hide the shape).
Well, not too bad for a firt test. But as we want a loop, the next time we will use a 70 frames movie, and import the walk at frames 11 and 41 : the first and last frame of the loop will be near if they are generated by the same figure movement (we will keep only the 30 last frames).
For the apron, we need to create a second simulation Sim_2.
Import the apron obj file if not already done.
In the cloth room, set your new simulation end fame to the same value than in Sim_1, and check cloth self-collision. Clothify the apron, and in collide against, check the dress and the figure1 (judy) hip only. This last one will be used by the constraint.
Build a constrained group with the apron top verticies.
Launch the simulation.
Finished. Try to make better yourself : you can see that the constraints I choosed for the collar are not good : the cloth movement is not natural.