As an indie developer both are fine, but I feel that making realistic designs is not enough to make much more unique designs, especially considering that the average development is realistic designs thanks to the AAA industry
@@waffleautomata6362 i myself personally dont duplicate the character's faces and instead i make a plane and shrinkwrap it to the character and extrude it until i got my cloth... yeah sure its way longer but i have fun doing it this way IMO so i prefer it like that, at the end of the day you still need transfer weights from the character to the cloths in order for the cloths to move with the character's armature so the result is the same... in general for video games in order to make clothings for characters you actually have to have the cloths modelled into the character cuz game engines dont have cloth simulation like in 3D modelling softwares, cloth simulation for videogames is literally just moving the verticies of the clothings so they still need to be modelled on the character
If you want to keep what inside the clothes and then control those with armature, then yes you you need to match verticles from each meshes. but if you want to make your character to be just clothed, then just delete the Covered parts by the clothes from your character body for optimization. if you want to have high performences then use cloth simulation.
Personalmente me parece que para playeras y pantalones la primera opción es mucho mejor, pero si hablamos de capas y bufandas, la segunda si te ahorraría mucho tiempo.
In this case, I advise you to watch full video lessons on this topic. But even in this case, you will not get enough information to use this tool, since it is very, very complex and has a huge number of factors, each of which can spoil the result or make the task completely impossible. This is a separate topic that needs to be studied for a long time and thoroughly using many examples.
The first option takes advantage of the base edge flow. At least for super basic things. Anything else the Pro choice is doing wathever directly using MD.
The noob did it in few steps. I actually did the second part 1000 times only to learn that first part exists and time saving and atleast 1000 times easier
or just delete the polygons of the body under the clothings (unless you want to make different outfits for the same character... in which case backup the model before that)
TBH i kinda make a plane mesh and shrinkwrap it to the character and just extrude around his body, instead of simple duplicating the body parts for said clothes... sure its slower but this is how i like to do it
First method is smarter if you already rigged the legs. You can pull pre weighted geometry and then adjust by painting softer areas of weight in after.
у нуба лудше выглядит, менее время затратно, пройтись кистью еще что изгибы ткани имулирует, карманы и ремень добавить на пример еще, если это джинсы, текстуру натянуть и норм
I've already done the first one, but the problem is that if you do this for a girl's t-shirt, you can see the nipples through it. And if you want to hide them, that's a problem
I've never seen one of these videos where the "noob" way of doing it just looks easier, faster, more controllable, etc. I'm not sure what rate the two examples were sped up by respectively, but it at least looks like the noob method was faster in terms of real time. Sure, the sewing mechanics are sort of cool, I guess, I'm just not convinced I've ever really needed them. Especially if you like working with subdivided low-ish poly geometry, you probably already have good topology on the body, and you can re-use most of that for the clothes, with this sewing method, it looks like you'd have to do a bunch of extra retopology and such, I don't see the appeal.
I actually always model it just from the mesh because my models are in time crunch and they don’t actually move that Much bc I ususally just use it for posing, and even for animation I don’t think it need too much movement. If anything it makes the rigging better because I can transfer weight and it has the same topology with body so it can deform pretty good. However the second method might be a good thing to try, I just don’t rely on it too much because I am not sure if Maya has the function
You could say the same for people who have only programmed in C/C++ and then starting in Python where a good amount of what you want to do are in easy to use modules!
Can you make a toutorial for rigging clothes down to a base or armature? Ive been doing a process that goes for days of just fitting it manually and i know theres gotta be an easier way. please help me. PLEASE HELP MEE.
Former's good for skintight like skinny jeans, leggings etc. (sculpting folds for normals after) but the latter is good for articles with volume like loose cut, cargos or Renaissance puffy trousers.
Call me crazy, but couldn't this technique be used to make a custom clothing brand, where people scan their legs, the program automatically fits a garment to them, and then another group manufactures it? I'm half seriously asking that, I hope you answer. 👍
I think each approach had it's cons and pros so for my crappy computer the cloth simulation is too much for me also duplicating is just easier and u have more control on it
Admitedly, I'm still learning, but I'd say the first one if you just want something quick as a proof of concept or you're doing something meant to be skin tigh to the model anyway, second one for theatrical trailer.
Ну у нуба хоть легче. И вообще можно с помощью скульптинга или как там его... маску сделать. Просто отделить маску, а потом предать правильно объем и дать специальный модификатор.
@@osasart All the times I've tried to experiment, most of the time it didn't work, it's possible when there aren't too many parameters or it's quite simple to work, for more complex things you should learn what some of the parameters are for
The first method is better if you want something quick.
Yeahh
Or more stylized.
Or if you are making a model for a game
@@MadF8 Oh really? Nice! Thanks for the tip!
The first one is easier to animate as well
the noob method is actually good for when you model a character for a videogame
Yeah depends on the game too some games have cloth physics
@@osasart yes but they wouldn't use this method.
As an indie developer both are fine, but I feel that making realistic designs is not enough to make much more unique designs, especially considering that the average development is realistic designs thanks to the AAA industry
id use the noob one for npcs
@@waffleautomata6362 i myself personally dont duplicate the character's faces and instead i make a plane and shrinkwrap it to the character and extrude it until i got my cloth... yeah sure its way longer but i have fun doing it this way IMO so i prefer it like that, at the end of the day you still need transfer weights from the character to the cloths in order for the cloths to move with the character's armature so the result is the same...
in general for video games in order to make clothings for characters you actually have to have the cloths modelled into the character cuz game engines dont have cloth simulation like in 3D modelling softwares, cloth simulation for videogames is literally just moving the verticies of the clothings so they still need to be modelled on the character
I'm glad we have people to give us free knowledge on the Internet 🙏
Awesome 😎
Both methods are good, depends on the use case
Yeahhh
I definitely think duplicating topology is better you have much more control.
This method is for better sculpting
So topology doesnt matter
If you want to keep what inside the clothes and then control those with armature, then yes you you need to match verticles from each meshes. but if you want to make your character to be just clothed, then just delete the Covered parts by the clothes from your character body for optimization. if you want to have high performences then use cloth simulation.
At that point MD if you want that level of simulation.
😁😁
@@osasartbro if you're going to respond to comments at least have some personality or have something to say, what's with this "😁😁" shit
Noob artist won here and he didn't even had to weight paint again
😂😅😂
Quickness vs naturality
😂 yeah
I'm still In noob artist when comes to the fact learning clothing is the most challenging tool in my 3 years of experience
Yeah it’s tricky especially in blender
Good for the noob artist getting better
😂😂😂
I'm not sure that pro method is better in this case....
It does look a lot better though, more natural
But the reactions should probably be swapped in this case
it is more complex but the result is way better
@@sen8078not at all. Rather use Marvelous in way easier way
@@TheAbandoned_Explorers well I would assume you would sculpt it and add more details after the noob method first
The pro is getting paid by the hour just so you know
😂😂😂😂😂😂
If you're good at sculpting the noob method is viable and the topology matches the character.
Yeah true
feels like the two methods are swapped lmao, the noob would be trying to do all these complex physics whereas the pro just extrudes the legs.
😂😅😂😂
I spent the time to learn marvelous designer... i didnt know you could do this in blender
Yeah you can do it in blender but. It’s good you learnt marvelous designer. You can’t compare both
❤️ Thanks for giving the best blender tutorials
Thanks 😊 do much for being here too
Bender < marvelous designer. For professional work
When it comes to clothes
Please Explain Physics tab Completely (Beginner to Advance)
(Physics Simulation) like fluid, Cloth etc. each and every tool
🥺 Please, please, please 🥺
Would try. Someday
Personalmente me parece que para playeras y pantalones la primera opción es mucho mejor, pero si hablamos de capas y bufandas, la segunda si te ahorraría mucho tiempo.
Yeahhhh
-Mom, can we have Marvelous Designer?
-No, we have Marvelous Designer at home
Marvelous Designer at home:
😂😂😂😅😅😅
Is there a slow speed version? I want to see the video to learn it! :3
In this case, I advise you to watch full video lessons on this topic. But even in this case, you will not get enough information to use this tool, since it is very, very complex and has a huge number of factors, each of which can spoil the result or make the task completely impossible.
This is a separate topic that needs to be studied for a long time and thoroughly using many examples.
@@Nn32osiris Thanks for the advice😼
Very well said
Yeah I would still post the video if that helps too
@@osasart thank you!!!
Best refreshing blender shorts that won't kill my motivation and actually motivate me more.
Awesome. Thanks I am glad to have you here
Pro uses Marvelous Designer
lol 😂
Ngl the first one looks a lot easier and better
😅😅
Marvelous designer
Nice software
Meanwhile everyone else struggling to make a cube pierced in the middle
😂😅😂😅😂
The first option takes advantage of the base edge flow. At least for super basic things. Anything else the Pro choice is doing wathever directly using MD.
😂😂😂😂
Now im learning
Awesome 😎
If you want something realistic, I’d go with the second option and if you’d like to get something more stylized, my pick would be the first option.
Nice
Oh my gosh ! That’s awesome 😎 happy for you
Thank you so so much 😊😊
Enter Marvelous Designer
Sure sure
Marvellous designer
Nice choice
The noob did it in few steps. I actually did the second part 1000 times only to learn that first part exists and time saving and atleast 1000 times easier
Pro tip: Skip the stress of poly count by using a normal map! 🙌 Your models will look amazing without all the extra polygons.
Nice technique
or just delete the polygons of the body under the clothings (unless you want to make different outfits for the same character... in which case backup the model before that)
noob artist = 5 minutes
pro artist = 1 hour
1~3minutes* it takes very little time, unless there are some problems with the positioning of the faces and edges
😂
Very well said 😎
gamedevs use the first one for everything. Noob artist finally won lol.
😂😂😂😂
TBH i kinda make a plane mesh and shrinkwrap it to the character and just extrude around his body, instead of simple duplicating the body parts for said clothes... sure its slower but this is how i like to do it
Most of these are accurate but for this one I think both ways are fine … depending what you want
Yeahh
Marvelous Designer is clearly ahead.
Yeahh
For cloth simulation
First method is smarter if you already rigged the legs. You can pull pre weighted geometry and then adjust by painting softer areas of weight in after.
Nice technique
The noob kinda won on this one!😂
😂😅😂😂
Me who's only modeled one thing ever: "Yes, that makes perfect sense, easily replicated"
lol 😂
senior artist marvelous designer
🔥🔥
Me over here using Marvelous designer like a savage beast. I totally forgot you could pin and drape clothes in blender. Thank you.
😊 you are welcome
Hi, can u make a longer version for "Pro method"? I dont know how can you make your plane to be "quad", it's so quick I cant see what happend :(((
He switched to the sculpting mode, and did remesh by clicking shift + R.
Alright I would drop the video
didn’t know u could do that in blender lol , i always used marvelous designer 😅
You can. Marvelous designer is more preferable
Do you have writeups of all of these online somewhere? Alternatively, do you want help getting those up?
That sounds interesting. Send me a chat on instagram
A pro artist would just use Marvelous
Well said ☕️🗿
у нуба лудше выглядит, менее время затратно, пройтись кистью еще что изгибы ткани имулирует, карманы и ремень добавить на пример еще, если это джинсы, текстуру натянуть и норм
Nice technique
I've already done the first one, but the problem is that if you do this for a girl's t-shirt, you can see the nipples through it. And if you want to hide them, that's a problem
That is true you would have to adjust the mesh there
I've never seen one of these videos where the "noob" way of doing it just looks easier, faster, more controllable, etc. I'm not sure what rate the two examples were sped up by respectively, but it at least looks like the noob method was faster in terms of real time.
Sure, the sewing mechanics are sort of cool, I guess, I'm just not convinced I've ever really needed them. Especially if you like working with subdivided low-ish poly geometry, you probably already have good topology on the body, and you can re-use most of that for the clothes, with this sewing method, it looks like you'd have to do a bunch of extra retopology and such, I don't see the appeal.
Very valid point
that one Ishowspeed moment:
😂
The first one is good for thigh clothes and the second one for big clothes
Yeahhh
Is there a tutorial explaining how you do that?
Noob Artist: bottom sizes
Pro Artist: wearing pants
😂😅😂
I actually always model it just from the mesh because my models are in time crunch and they don’t actually move that Much bc I ususally just use it for posing, and even for animation I don’t think it need too much movement. If anything it makes the rigging better because I can transfer weight and it has the same topology with body so it can deform pretty good. However the second method might be a good thing to try, I just don’t rely on it too much because I am not sure if Maya has the function
Yeah valid point
Pro artist didn't use Mirror modifier=not optimal
😁😁
wait how did you project thta geometery on to the other mesh cutout İ havr been trying to find this for a century
It is by usine knife project tool
Both are doing better than me. 😅
Do you teach animation of clothing physics?
Can you apply those changes to use the model in another program tho?
Yeahh
You could say the same for people who have only programmed in C/C++ and then starting in Python where a good amount of what you want to do are in easy to use modules!
Yeah true. You don’t have to reinvent the wheel. Most of the techniques are available to be used
I forget that I saw the tutorial. When I forget, I watch it again and remember, "Argh, that's what I'm supposed to do."
Can you make a toutorial for rigging clothes down to a base or armature?
Ive been doing a process that goes for days of just fitting it manually and i know theres gotta be an easier way.
please help me. PLEASE HELP MEE.
Alright no problem
Aras tutoriales, no explicando los procesos sino donde esta cada cosa, cada opcion?
Both
1st=video game character modeler
2nd=technical fashion designer or cg movie modeler
Very true
So thats how the overwatch animators do it
and im not talking about the official ones.
😂😂😂
☕️🗿😅
Don't torture yourself like that, just design clothing with marvelous designer. It's just superior in every way and has tons of features
I agree
Most people watching a tutorial on TH-cam aren’t going to spend $300 a year on a separate program just because it’s better at modeling clothes.
@@Specter_1125 Absolutely agree with you there, but hey pirating is an option if you don't work for a company
plz tell me first Method. howany video or link .
Alright
I prefer select and shirt D
To do a animation character
Because this is easy to do a [3D animetion toon ] cel shader u call this right ?
😁
That noob isn't wrong, but that's only works for thin clothing
Yeah
When I saw 'noob vs pro' I thought about minecraft.
how would you approach cloathing generation on body meshs with many or extreme shapekeys?
Is the character animated with shape keys ?
Former's good for skintight like skinny jeans, leggings etc. (sculpting folds for normals after) but the latter is good for articles with volume like loose cut, cargos or Renaissance puffy trousers.
Very true
По моему, про добавил бы модификатор зеркало
Nice move
pro method took longer and has WAY more probability to not work ingame
True
Call me crazy, but couldn't this technique be used to make a custom clothing brand, where people scan their legs, the program automatically fits a garment to them, and then another group manufactures it?
I'm half seriously asking that, I hope you answer. 👍
Sound like a great idea 💡
@@osasart Interestinggggg.
Thank you,
Not going to lie both of them look like a nightmare to create
😂😅 fr fr
I think each approach had it's cons and pros so for my crappy computer the cloth simulation is too much for me also duplicating is just easier and u have more control on it
Yeah true 😅
Real pro artists would use a software like Marvelous designer or CLo 3D
☕️🗿😅. Yeah if he is doing it outside the blender software. Very true
I never succeed to use that method on a Daz3d character, the clothing always messed up.
It gets technical. But would have to do with the cloth settings
Both are good but I usually go with the first one, mostly because (for some reason) sewing never really worked for me and it made my pc crash
Yeah it is a pain to work with at times
You set it up the pro method once, and you can save preset😤
🔥 nice
The pro method is actually alot more time consuming then just copying the mesh and using bevel i believe
Yeah it’s a lot more time consuming
Noob: slowly trying to make pants
Pro: plops sheet on model 💀
😂😂😂
Yo me quedo con la opción del noob no necesito que la ropa se mueva por choques o por el aire
Alright nice
I need this whole video in slow motion
Admitedly, I'm still learning, but I'd say the first one if you just want something quick as a proof of concept or you're doing something meant to be skin tigh to the model anyway, second one for theatrical trailer.
😁☕️🗿 valid point
Tbh first one is way better lol
lol easier or better ?
the pro version is so un optimal for so many things Jesus christ
😂😅😂😂😅
Tremenda diferencia xd
what do u do with the seams with all the loose edges after?
☕️🗿 you can leave them
In blender you can't get banned if this character uncensored
😮😮
but that geometry would suck for rigging
☕️🗿😂
Just use marvelous designer it’s better
Yeah can’t deny that
You know, I've always seen that method but never understood it so I just made an entirely different mesh, especially for the pants (I do mid poly)
Your technique works too
Nha, first one is better for so many reasons.
😂😂
yeah, it's like the pro here has depicted the same complex crap as the newbie)))
😂😅😂😂😂
blender hates cloth.
😂😅😂
I have ptsd from using cloth sim in Blender
😂😅😂
It happens
Ну у нуба хоть легче. И вообще можно с помощью скульптинга или как там его... маску сделать. Просто отделить маску, а потом предать правильно объем и дать специальный модификатор.
Nice 😊
How do you even learn to do the pro stuff
You have to pay or just find the good tutorials
😅 lol yeah
Very true. Or experiment by yourself. All stressful
@@osasart All the times I've tried to experiment, most of the time it didn't work, it's possible when there aren't too many parameters or it's quite simple to work, for more complex things you should learn what some of the parameters are for