thank you very much this is one of the best and easy to understand tutorials I was able to follow along and I paused the video just to thank you. Most of the Blender tutorials act as if we understand how to. Your video explains it all even the hot keys. YOU ARE THE BEST
Great tutorial, I had no idea about sewing in Blender, so thanks for that. I did notice you could apply your solidify modifier after your subdivision modifier so that the edges are not also subdivided.
This is very good, thank you. One question: I see a lot of videos on various Blender topics talk about how important it is to apply scale/rotate/move/etc, but my question is, is it really common for people to not do that? I ask this because every time I scale/rotate/move something, I always commit those changes by clicking the mouse... or so I think? Wouldn't it be visually obvious if the changes I made to the size/rotation/etc didn't get applied? I never actually open any menus to apply these changes, I just click off with my mouse when I'm done. It seems like I'm doing it correctly because I've never had any issues. For example I modeled a bust of a woman to play with draping cloth simulations, and I never ran into any issues where my scale/rotate/move changes didn't function exactly as it looked visually. I feel like I'm applying all my changes just fine but I get kinda confused when I see videos warning about making sure to apply changes. It makes me think I'm doing something wrong somehow, even though it appears all my changes are actually taking place. Once again I am genuinely curious about this, cause maybe I'm doing something wrong and not realizing it? It doesn't seem like it though.
There's a separate menu to 'apply' them which is separate from just simply making the changes either via the mouse or via manually editing them in the object properties. As a new-ish blender user myself I *think* the reason that it's important to apply these is that, at least from what I've encountered, when you start to parent items to each other - which causes them to base their own scale, rotation, etc, off of the parent - it can get *really* confusing when you decide you want to rescale items, or if your items change scale when you parent them, etc. So you apply the scales so that the changes you made are now the defaults and correspond to "1" in the object properties and then you don't have to worry about it as much. You can totally do an entire render with animation and such without ever applying a scale, you just can run into headaches.
@@trekkie1701c good reply. I saw a Josh Gambrell video two days ago where I how this makes a difference and how to do it right. It's still weird to me that Blender makes us do this but ultimately I get why it's important to do now. In the Josh Gambrell video it was done so that Bevel would work correctly on a rescaled mesh, which was really useful to know
@@billyrayvandyke6283 I've got everything selected per tutorial verbatim, and it's still doing nothing on play. Model has collisions on, sewing checked, max-sewing-force 12, object and self-collisions checked, hit play/spacebar and... nothing.
i dont want to make it so right. i want to make ww2 army uniforms where the soldiers are skinny and their clothes are "baggy" with alot of folds and such.
thank you very much this is one of the best and easy to understand tutorials I was able to follow along and I paused the video just to thank you. Most of the Blender tutorials act as if we understand how to. Your video explains it all even the hot keys. YOU ARE THE BEST
Excellent as usual. You forgot to turn on keystrokes display. Also, even for beginners, pressing M for merge is easier than using the search function.
Great tutorial, I had no idea about sewing in Blender, so thanks for that. I did notice you could apply your solidify modifier after your subdivision modifier so that the edges are not also subdivided.
This is simple and straightforward. Thanks for this
Can I make cloth with pockets?
Man, its a realy super cool simple tutorial, i just looking something like this, thanks!!!!
ok so all seems good except my seems aka the red and grey art are not tightly connected I can see inside what did I do wrong?
why does this take soo long? why isnt there a program that does clothing easier?????
(it's called marvelous designer)
That's why it's called art, if it's just procedural way, then it's less art
Marvelous Designer is amazing but it is subscription based which really sucks.
15 minutes is not a long time whatsoever
MV CLO3D 😢, But both of these are quite expensive.
This is very good, thank you. One question: I see a lot of videos on various Blender topics talk about how important it is to apply scale/rotate/move/etc, but my question is, is it really common for people to not do that? I ask this because every time I scale/rotate/move something, I always commit those changes by clicking the mouse... or so I think? Wouldn't it be visually obvious if the changes I made to the size/rotation/etc didn't get applied? I never actually open any menus to apply these changes, I just click off with my mouse when I'm done. It seems like I'm doing it correctly because I've never had any issues. For example I modeled a bust of a woman to play with draping cloth simulations, and I never ran into any issues where my scale/rotate/move changes didn't function exactly as it looked visually. I feel like I'm applying all my changes just fine but I get kinda confused when I see videos warning about making sure to apply changes. It makes me think I'm doing something wrong somehow, even though it appears all my changes are actually taking place. Once again I am genuinely curious about this, cause maybe I'm doing something wrong and not realizing it? It doesn't seem like it though.
There's a separate menu to 'apply' them which is separate from just simply making the changes either via the mouse or via manually editing them in the object properties.
As a new-ish blender user myself I *think* the reason that it's important to apply these is that, at least from what I've encountered, when you start to parent items to each other - which causes them to base their own scale, rotation, etc, off of the parent - it can get *really* confusing when you decide you want to rescale items, or if your items change scale when you parent them, etc. So you apply the scales so that the changes you made are now the defaults and correspond to "1" in the object properties and then you don't have to worry about it as much.
You can totally do an entire render with animation and such without ever applying a scale, you just can run into headaches.
@@trekkie1701c good reply. I saw a Josh Gambrell video two days ago where I how this makes a difference and how to do it right. It's still weird to me that Blender makes us do this but ultimately I get why it's important to do now. In the Josh Gambrell video it was done so that Bevel would work correctly on a rescaled mesh, which was really useful to know
What does bake do? You didn't explain that part. And what if I wanted to bring the shirt into another software like Daz3D?
Muito legal!
Obrigado!
could you do a japanese kimono or a robe? something that wraps all the way around you know?
Would this work for legs too
very helpful my guy
My cloth is not coming together when i press the space bat? What did i do wrong?
activate self-collision
@@billyrayvandyke6283 I've got everything selected per tutorial verbatim, and it's still doing nothing on play. Model has collisions on, sewing checked, max-sewing-force 12, object and self-collisions checked, hit play/spacebar and... nothing.
Dur... had to be in object mode.
Excellent
i dont see the little dots on the corner of the shirt to click, anyone got any idea?
Make sure you are in vertex select mode
why my shirt falls off?
@@inhinyerojames6445 activate sewing
Did you enable collision on the body?
i dont want to make it so right. i want to make ww2 army uniforms where the soldiers are skinny and their clothes are "baggy" with alot of folds and such.
cloth won't move at all, why?