| Author | Message |
|---|
oozeslime
|  | Posted Sat, Jan 26, 2013 3:17 pm |
Hi, I would like to "cover" the toes in a foot, in other words, to get rid of the toes and still have a foot shape, but without toes. I'd also to know how to make a bra and panties "disappear", leaving the skin behind it... Many thanks to anyone who helps!
|  | LuxXeon

|  | Posted Sat, Jan 26, 2013 4:13 pm |
Depending on the topology of the character, I would start by target welding the vertices and edges of the toes together to make a "solid" geometry, then use the "relax" brush in the Graphite tools ribbon to smooth everything out. Basically, welding the edges and/or vertices between the toes will connect them all into one shape. The relax brush, carefully used, will then smooth the result. For Bra and panty, just try using the relax brush, which should smooth out the creases, bumps and folds etc. in those areas.
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|  | oozeslime
|  | Posted Sat, Jan 26, 2013 6:38 pm |
Hi Lux,
Thank you very much! I'll try these things, together with a couple other ones! I guess it is solved, you helped to solve the whole thing.
|  | LuxXeon

|  | Posted Sat, Jan 26, 2013 7:29 pm, Edited Sat, Jan 26, 2013 7:31 pm |
Quote - "
Hi Lux,
Thank you very much! I'll try these things, together with a couple other ones! I guess it is solved, you helped to solve the whole thing.
"
Let me know how it goes. THere's some other things you can try if these aren't enough, but I think they should work well. Just be careful of your settings when using any of the geometry modification brushes in the Graphite ribbon. They work well, but you often need to play with the size and strength to get that "sweet spot" for things like this. There's also the "move" and "flatten" brushes that may come in handy too. Remember to keep everything parametric, so you can always quickly go back to the original topology, by doing all the brush smoothing operations on a new "edit poly" modifier in the stack. Good luck.
PS: you may need to first remove the polygon faces between the toes before welding the verts and edges together to avoid overlapping geometry.
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