Beginner's Guide to CLO Part 3 Garment Details: Hardware & Trims (Lesson 5)

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so in this video we're going to be learning about hardware and trims and how to apply them in clos we're gonna start with zippers so let's open the first project file which is one zippers so there are a couple of different ways of making zippers and Clos the first way we're going to learn is using the zipper tool and that's an more automated way of making a zipper it works the best for senafront zippers and folding zippers first we're going to delete our sewing line at our center front seam so just use your edit sewing tool select those sewing lines and hit delete on your keyboard simulate so that your garment kind of spreads a bit so you have space to add the zipper then you're going to use your zipper tool in the 3d window you're going to click to start on the left side at the top and then double click at the bottom on the left side click again on the right side and then double click at the bottom you always want to go left to right and in order to make sure that your zipper is facing to the front then turn simulation on and a zipper should be added to your center front seam if you turn simulation off you can then click on the zipper with your select move tool and then move it anywhere you want along the zipper so you'll see that little shadow and then when you turn stimulation on again your zipper will have unfastened and so you can kind of decide where you want your zipper to lie in the property editor when you click on your zipper head you'll find different options shapes for sliders pullers sizing you can change the material and the way in the color so you can play with this in kind of match your references or make up a zipper that you want to use for your garment if you click on the zipper teeth you'll be able to change its texture the zipper teeth is just a 2d piece so you're going to use textures and images in order to create that visual you can also change the color of your zipper teeth so I'm gonna do a matching zipper teeth and then just kind of play around with a different zip red color that's basically it for zippers you can move your zipper slider and pull around as much as you want and you can kind of play with the different options you next we're going to learn how to create a zipper using an obj trim so this is for when you have a very custom zipper the clothes upper tool is kind of limited to what's available in our library but if you have an obj or you have a 3d model and you want to use it as a zipper you can definitely do that and this applies not only to zippers but to any kind of trims that you want to stick on your garment so first I'm going to trace out this little pattern you need to create a zipper teeth pattern so I'm going to use my trace tool to trace out this one and then I'm going to apply all first I'm going to sew and right-clicking to superimpose sides so that it sticks to my garment I'm going to simulate to update my changes so I need a zipper teeth fabric in order to create the zipper teeth I'm just going to add a new fabric and then in the folder there are a couple of different textures you can choose from so just pick whichever one or you can use your own after you add it make sure to apply it to that pattern piece and then you can use the Edit texture tool to align it and resize it so all this material editing can be found in our materials video so I'm just kind of like brushed through it here cool so that is our zipper teeth so now you have a custom zipper head that you want to add in we can use one from the clos library but in the hardware's and trans folders you'll see zippers pullers and sliders you have to add them individually but you then you can mix and match so pick the slider you want to use and you have to use the obj right click and add to workspace make sure you choose opa Trin or import as trim then hit OK you don't have to change anything else unless it's your own custom obj and then you have specific settings that you set up then when you click on that little obj trim you'll see there's a little glue bottle that's attached to the gizmo click on that little glue and then you'll be able to click anywhere in your garment and your trim will attach to that after it's superimposed onto your garment you can click on it again and use the gizmo to kind of adjust it but you don't have to do as much work as like pulling it up using the gizmo or anything and then I'm gonna add my zipper pull so add whatever pole you want and then again you're gonna use that little glue bottle click on the glue bottle first and then click where on the garment you want it to stick when you add OBJ's is trim you can also scale them so if I click on the obj you'll see that little square gizmo you can click on that little icon and then you'll change your gizmo to be a scaling one so you can use those handles to increase or decrease the size and dimension of your obj and like before with OBJ's you can change the color materials textures as you want so that's your custom zipper another way you can use OBJ's is if you have an invisible zipper I find this really useful because you don't actually need it to be functioning you can just stick it on to wherever you would want to put invisible zipper like in real life when you just kind of see that zipper pull but you don't actually see the zipper teeth or anything so it's kind of like a small detail but it's helpful if you need to call something out okay so the next part we're going to do is buttons and I have this button down shirt first I'm going to sew the placket to the other side of the shirt just to straighten everything out you kind of want to start when you're buttoning things to have like a pretty straight placket or section that you're gonna button you want the buttonholes in the buns to a line before you actually fasten them so I'm going to sew this down with my sewing tool and then I'm going to simulate to update my changes great so now I want to add a button to the bottom of the placket so just like in real life whatever placket is on the bottom it's gonna be where the buttons live I'm gonna go to my button panel in my opto browser and then add a new button then I'm gonna use the button tool to add that button to my project and I just click anywhere I want to place a button if it's not aligned you can use your select button tool to grab that Pat button and move it around so once I have one button I want to copy it all along the placket but first now I can see what it looks like and I can edit the materials the color the size etc I click on the button in the alter browser I see a bunch of different options you can grab a shape that you like we have a bunch of presets and then you can enter in line size or inches these settings presets will be in your user settings and I'm gonna make my button metal but you can kind of do whatever button you want for this shirt I don't use my select button tool and right click copy and right click paste this button on the placket if I hold down shift and then right-click I can open up this direct placement box and it will let me choose the interval and how many buds I want to place at once so it's a quick way of making a placket and making sure everything is aligned I'm gonna select all my buttons now and then right-click you have an option to duplicate as buttonhole on duplicate pattern so this means that you're symmetric placket will automatically place the buttonhole there and if you can see the angle is wrong I want it to be vertical so with all my buttonholes selected I can just change the angle to 90 then in the object browser I can select the buttonhole I'm using right now is the default buttonhole you can tell because the text is blue and highlight I can change the name by double-clicking and then I can change the shape we don't have as many shapes or textures to use but we have the basics so you can kind of play with that and change the size and shapes and colors as you go cool so now that I have my button and my buttonholes I'm gonna fasten my buttons so fast them you can use the fasten button tool and you can click on the button and then the buttonhole you want to match it to you can also select multiple ones and then match them to multiple buttonholes just drag a selection box over the buttons that you want to choose and then I'm gonna turn simulation on if you did everything correctly then you have a placket you can also unfasten buttons you don't have to have them all fastened all the time I'm gonna unsold the placket to itself so that it drains more naturally and if you want you can select your pocket and turn on bonding in the property editor this just means you're adding some interfacing to the placket like you would in real life and then kind of help stabilize it but otherwise you're done next let's talk about buckles and other trims that interact with the carpet so you're not placing the garment on it you're gonna add a buckle go to your folder and then right click on buckle obj and hit add to workspace when the settings pop-up you're actually gonna click load as avatar so the difference between loading as an avatar and loading as a trim is that when you load a obj as an avatar it continues to be a hard object it will interact with garments and other things in the 30 space whereas a trim is just kind of like a sticker and you stick it on top of things and it doesn't really have collision for this obj we're gonna use centum use as our scale and that's just based on the settings as was used when this obj was exported from the original 3d modeling software so for yours it's based on whatever you're using if you're using a custom obj so once that will be J's in just use the gizmo that pops up to move your obj to be in front of the buck of the belt so you want to speak close because you're gonna loop the belt through the buckle and then I'll show you once you get it right in front of the butt of the belt if you lose the gizmo it just double-click on the obj and I'll come back going to hide my library okay so now that it is in a good place let's use our select mesh tool to grab the belt if you notice when you grab in the 3d window you actually grab not only the belt but the pants you don't really want that so I'm going to select it again in the 2d window now that I kind of know where I have to select then you're going to double click on that area you just select it and use the gizmo to pull that section of the belt forward turn our simulation and it should settle inside the buckle if it gets all like crinkly and a bit like Wiggly that's because every object and pattern piece and clos has this buffer around it for an avatar that kind of the buffer is called skin offset so if you click on the buckle in the property editor you'll see skin offset it's normally at 3 millimeters so just turn it down from 1 to 0.5 and then risa muley and the belt should settle all avatars have this offset it just helps when you're building things so that your patterns don't fall inside or collide with the avatar but you can control this to make sure things set nicely and aren't wrigley so once your buckle is all set you can click on it again and then in the proper editor you can change the color and texture of any avatar I'm just going to change my material to be metal and then adjust the colour and you can play with yours as you want you okay so in this last part of the video I'm going to go and do a quick overview of the binding tool the binding tool creates a binding similar to if you're gonna finish a t-shirt collar or a woven shirt collar you can also do a Hong Kong binding or like a hem detail it you can kind of play with it and go with whatever you're interested in but to use it you're going to look into your 3d tool bar if you you might have to expand it if your screen is small at the end there is the binding tool and then the Edit binding tool click on the binding tool and then you can so you can only bind hems or edges so we're gonna click on the armhole and I like to start at the underarm and go all the way around you can click all around that outline in the 3d window to anchor yourself but at the end you have to go to what you started so once you click back to the beginning the outline should be highlighted and a binding should be created I went ahead and did the armholes and the neckline so you can do that as well make sure to simulate to update your changes so the binding will stabilize and shorten or shrink the necklines and arm holes a bit just like in real life your there's going to be more tension where those things are so none now that you have binding we can edit the binding with the Edit binding tool if you click on that tool and then select one of the bindings you just created in the property editor you'll see a couple of options pop up you can change things like if you want the binding to be over on the outside the garment or under meaning inside the garment you can also change the width of it so if you want a thicker binding you can edit that so at my neckline I'm adding a half inch binding versus a quarter inch binding you can also change the shrinkage so how long it is and you can change the fabric that you're using so if you want a different color binding you need to have a different colored fabric on this project file I already have a bunch of different powers we to choose from but if you want to something else you would have to create it yourself or add a new fabric so back to length and shrinkage so you can adjust the length of your top stitch in the proper editor as well if you're trying to match a specific spec or shrinkage level you can definitely adjust it here this would be useful for trims like elastic binding or if you're using a specific bias and so you know bias you can adjust the grain line there's bias weft and then you can change the grain line based on what you're actually using you can also change or add a top stitch to the binding so at the bottom of the list there's top stitch segment a and segment B you can choose to have either/or or none and if you click on to the top stitches it lets you select which top stitch you're using so that's corresponding to the top stitch toolbar in the object browser so you have to have top stitches created if you don't we're going to go to top stitch right now and choose default top stitch you can edit the color the size I'm gonna make mine big in contrasting color just so you can see it and you can choose to have the top stitch over or under I'm just going to change my binding to be on the outside the government so you can see what the top stitch looks like you you and if your top stitch is looking a little blocky just make sure to simulate and it'll update itself so that's basically it from the binding tool once again it's just something you can play with and kind of experiment to get the look that you want and the design that you want you
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Channel: CLO
Views: 40,961
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Keywords: CLO3D, CLO, 3D, Virtual, Fashion
Id: I7HtqyPhK_w
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Length: 19min 41sec (1181 seconds)
Published: Tue Mar 17 2020
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