Forum: 3DS MAX


Subject: Question about Detailed Clothing

Darchind opened this issue on Jan 13, 2013 · 9 posts


Darchind posted Sun, 13 January 2013 at 6:00 PM

This is intended as a question pertaining to generality, and not any method in particular.

Looking through some of this website's clothing models, I have come to notice that some of the clothing models have really fine details, such as stretchmarks and wrinkles that make them resemble real world clothing.

Is there more than one method to achieving these stretchmarks and wrinkles (e.g.: reflecting tightness or looseness) in 3DS Max? Is it all simply done through the Cloth modifier, or is it possible to hand-sculp the stretchmarks and wrinkles with the Freeform tools under Editable Poly mode?

I am curious to see what some of our master artists would do to approach it.


wheatpenny posted Sun, 13 January 2013 at 6:07 PM Site Admin

I guess you could hand-sculpt all that, but if you did it realistically, the poly-count would be unbelievably high.

I imagine a lot of it is done with the cloth modifier, as well as bump and displacement mapping,




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Darchind posted Sun, 13 January 2013 at 7:09 PM

Bump mapping...you may be right. I'll have to reverse-engineer and dissect some of the content on Renderosity to see how they're doing it.


LuxXeon posted Sun, 13 January 2013 at 10:18 PM Forum Coordinator

Quote - This is intended as a question pertaining to generality, and not any method in particular.

Looking through some of this website's clothing models, I have come to notice that some of the clothing models have really fine details, such as stretchmarks and wrinkles that make them resemble real world clothing.

Is there more than one method to achieving these stretchmarks and wrinkles (e.g.: reflecting tightness or looseness) in 3DS Max? Is it all simply done through the Cloth modifier, or is it possible to hand-sculp the stretchmarks and wrinkles with the Freeform tools under Editable Poly mode?

I am curious to see what some of our master artists would do to approach it.

In this day and age, most "master artists" would simply export it to Zbrush or Mudbox and do the detailing there.

I'm nowhere near a master artist, but there's 4 or 5 ways I can think of off-hand to do what you are asking directly in Max, without using displacement or bumpmaps, but 3 or 4 of them do depend heavily on the method of modeling you are using.  For example, SubD modeling could use creasing, and/or chamfer edges to create creases or folds.  The universal way, which is intended for high polygon modeling (not unreasonably high like with voxel sculpting), is to use the Push/Pull, and other polygonal sculpting brushes, in the Freeform Graphite modeling tools.  There's also about half a dozen plugins and Maxscripts that simplify this sort of thing.

 

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Darchind posted Mon, 14 January 2013 at 3:37 AM

I figured the Freeform tools such as Push/Pull would be the ideal way. I'm hypothesizing, currently, that aside from doing that, it could also be helped by starting with a 2D spline drawn from the front viewport; then an Extrude modifier applied. From there, simply sculpt from the left viewport to fit the vertices and polygons to the base shape of the model; then finally, apply a Turbosmooth. Afterward, using the Push/Pull, Flatten and Soften modifiers could do the trick.

This is just my hypothesis for now. I have yet to actually try this and test it for efficiency.


LuxXeon posted Mon, 14 January 2013 at 6:32 AM Forum Coordinator

Quote - I figured the Freeform tools such as Push/Pull would be the ideal way. I'm hypothesizing, currently, that aside from doing that, it could also be helped by starting with a 2D spline drawn from the front viewport; then an Extrude modifier applied. From there, simply sculpt from the left viewport to fit the vertices and polygons to the base shape of the model; then finally, apply a Turbosmooth. Afterward, using the Push/Pull, Flatten and Soften modifiers could do the trick.

This is just my hypothesis for now. I have yet to actually try this and test it for efficiency.

Quicker way would be to start with a plane primitive (you already will have perfect quad topology which you can control the density), then add an edit poly modifier to it, and conform it to whatever underlying shape you wanted using some of the conform brushes and tools.  Then add a turbosmooth (thurbosmooth requires good quad topology to work well), and continue with your hypothesis on that surface.  You're saving yourself about two steps of work, because you'll already have the spline extrusion done in form of a plane.

Or why not begin by painting quad strips over a surface, which you can then just connect by edges, and continue with your methodology of brush sculpting from there?  Starting with splines is the least efficient way to do it in these newer versions of Max.  There's just too many newer tools as of 2010 that allow for this sort of thing much easier, and with perfect synergy to each other.  Spline modeling is still relevant, but is becoming far less so now that Max has introduced so many polygonal-based tools that literally cut out several steps to the process of retopologizing a surface (which is essencially what you are doing by creating a cloth to fit another object).

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libertycityanimation posted Mon, 14 January 2013 at 8:19 AM

I usually use the paint Deformation tool it's quite handy tool to use. i like this tool but sometimes you can make the spinners to high and it messes up the detail(s). i usally use it on my furniture. it can be annoying sometimes

  http://owlarchitecturalengineer.com/


LuxXeon posted Mon, 14 January 2013 at 8:45 AM Forum Coordinator

Quote - I usually use the paint Deformation tool it's quite handy tool to use. i like this tool but sometimes you can make the spinners to high and it messes up the detail(s). i usally use it on my furniture. it can be annoying sometimes

  http://owlarchitecturalengineer.com/

I remember you saying you use Max2009.  These deformation paint tools have really been improved upon in later versions, with the Graphite Modeling tool ribbon.   I agree in 2009 it wasn't quite up to par, and really caused the viewport to lag.

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libertycityanimation posted Mon, 14 January 2013 at 10:53 AM

Lex

i never had 2009 i wish i could afford it but i am still stuck with max 9 :-(.... If you want to led me the money that will be ok with me lol

 http://owlarchitecturalengineer.com/