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Additional HD Clothing Modelling: Techniques and Ideas

Extra Modelling Techniques and Ideas to improve your Clothes Mesh
(C) Malard 2009


Here are some small tutorials to tell you how to improve your Clothing meshes.

Removing Seam lines


Whenever you apply a shell modifier your mesh you will always find that the Seam lines will have grooves. This is actually the cause of the edge faces crossing each other from the two panels that creates it. Further more if you decide to use the HSDS modifier you will find that those seam lines will get wider and create a small gap. on points where there are 3 or more panels joining you will get a hole at those points. These seam lines can be removed by doing the following:

1. Hide or Remove the Shell Modifier from the modifier stack.

2. Apply an 'Edit Mesh' Modifier.

3. Select "Vertex Selection" mode . You will then see your mesh with lots of blue dots. Each dot represents a Vertex.

4. Select All the Vertices and then in the Modifer Properties list you will find a tab called "Edit Geometry". Inside this tab will be a button saying weld and a value next to it As seen below:

The Value indicates the radius from one vertex of how far the weld consolidation area is, so like above 0.1 would suggest that the vertices that have been selected would only weld to other vertices practically next to them or on top of them. A value of 10m would suggest that all the vertices within a radius of 10m would be welded and consolidated down to the selected vertex or combined Vertecies. in the case of removing seams the value is suitable.

5. With all your Vertices selected press the "Selected" Button. All the Vertices along the edges of your moulded panels have now been connected.

6. Unhide or Apply the Shell Modifer and you will find your seam lines have gone!

 

Emphasising Edges

Since some Clothing types have Edging such as Lace, There is a feature in the "Shell" Modifier that will allow you to apply an edging to make your mesh look more aesthetically pleasing and authentic.
To apply an edging on your mesh:

1. Select your "Shell" modifer and find the tick box saying "Bevel Edges".

2. Go into the TOP view and select Spline from the "Create" menu. I recommend the use of snap since this will make things much quicker and easier.

3. As for this tutorial we will create a basic Edging shape. Draw out a Spline similar to this:


4. Back in the "Shell" Modifier menu, click on the button bellow the Bevel Edges tick box that has " Bevel Spline" next to it. Now click on the Spline you just created. You should find then that your mesh will have the edging around the edges of your mesh. Because we used a Spline, you can change the Spline's shape to suite your taste. The edging on the mesh will update automatically.

CAUSION: BY APPLYING THE EDGING YOU ARE POTENTIALLY INCREASING THE FACE COUNT DRAMATICALLY. ALWAYS HAVE A THINK WHETHER EDGING IS REALLY WORTH IT.

 

Increasing Definition

 

Certain Malardorian meshes have since ignored this technique in favour of renderer resources as a consequence to high face count in the long run. Please use this technique with careful thought.

Definition is a well known feature of most Malardorian meshes and for that made them unique. I will show you how with just a single modifier of how to increase the visual definition of a clothing mesh.

1. Click on your mesh and then apply an HSDS (Hierarchical Sub-Division Surfaces) Modifer. It should show you the edges of each face in yellow.

2.In the modifier's properties, select the "Element Selection" button , and then select the mesh.

3. Press the "Subdivide" Button and you will then see that your mesh will have a much denser face count. While 3DS Max is in this state it will respond sluggishly so deactivate the HSDS modifer (by that i dont mean hide or delete). If your mesh has wrinkles you will see that they are more defines and much easier to see.

CAUSION: AS WITH EDGING BY APPLYING THE HSDS MODIFIER YOU ARE POTENTIALLY INCREASING THE FACE COUNT DRAMATICALLY. ALWAYS HAVE A THINK WHETHER USING THE MODIFIER IS REALLY WORTH IT.