Blender Clothing Tutorial - Simple Stylised Clothing - Blender 2.9

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it's another day and another year or two actually but i'm back it's 20 21 and i hope you all enjoyed the festivities if you're new around here my name is caitlin and today i'm going to show you how i like to create some simple stylized clothing and blender with some you know funky textures sprinkled on top so if that sounds like fun to you let's jump on into the video [Music] okay so here we are we're back in blender and i hope you've all been well i'm aware there's almost 10 000 of you now wow don't i feel popular if i thought for one minute that we'd hit 10 000 subs i'd probably put a lot more time to this so i'm going forward maybe i will but the goal for today is to create a nice simple woolly jumper for character here so i thought i'd take the opportunity to dress up this guy and take you through my very simple process to create stylized character clothing so let's go ahead and get on into it so the first thing i tend to do when it comes to creating character clothing is to duplicate the part of of the mesh that we're gonna repurpose for clothing that way we've already got a nicely shaped piece of clothing to go on this character so in order to do a jumper today what i'm gonna do is tab into edit mode on this dude then press three to make sure i am in face select mode i'm using alt z we're gonna go into x-ray mode so that when we do highlight a section here it's going to select both sides of the mesh so in order to get a jumper i think i'm going to highlight a section from here to around here something like that then with it selected we're simply going to duplicate this and turn it into its own object so if i do shifty right click to leave that exactly where it is and then without clicking anything else so make sure it's still selected we're going to press p and then click this selection option and now if i just tab out of edit mode and you can now see that i have this new body 001 that's because this is now a separate object and it is going to inherit the subdivision modifier that i currently have on my character here and the material bit of bass so i'm just going to get rid of this by clicking the minus option here i know we can see it a lot more prominently and right now it looks all messy because essentially it's sitting in the exact same place as the skin and the blender doesn't know what you want to see so what i'm gonna do at this point is i like to add a solidify modifier making sure that this is above my subdivision and then we're quite simply going to increase the offset to one and now you can see this is nicely sitting on top of the mesh i'm going to turn on this only rim option too if you're not quite sure what this does essentially fill will make sure that it creates geometry inside as well but then only rim tells it to only go up to the edges here otherwise you're going gonna have all this internal geometry inside your piece of clothing that's not gonna be seen and it's just gonna you know slow your computer down for no reason whatsoever okay at this point we are now in a good position to start adjusting this mesh to make it look a little bit more you know baggy and i suppose more comfy and more clothing like so what i tend to do is to jump into edit mode i'm going to press two to select edges and i will initially i want to select this bottom edge to make sure it's nice and straight so i'm going to hold alt select this entire loop just like that then then i'm going to do s z 0 that's gonna just flatten this out to make sure these edges are all at the same level and then i want to make sure that my cursor option here is set to medium point so that whenever we do something it does all the scaling i'm rotating from you know the sort of center average between everything so initially i'm just going to scale up this edge and i want to add those sort of little baggy bumps that you see on clothing because it's like sitting on your hips in a way so i think what we're going to do is do control r to added a loop cut here i'm going to left click and just move this to a point i like maybe around here then use s to scale this up control r again drag this down s to scale this one inwards and then while it's a little bit thinner here i'm also going to do g and z to bring this down to sort of create that bump and then we're going to do the same again around here but s to scale this one up and then one more time and bring this one inwards you may also want to rotate these slightly so they don't look so uniform so i'm going to hold alt and select this loop here and this one here by holding shift and alt and then just to r to rotate this slightly then i think i'm gonna do gz to bring this up slightly too i know if i turn it back in object mode you can see we're now starting to get this sort of stylized baggy jumper effect which i think looks pretty cool but let's go ahead and do the same onto the sleeves also because everything's very flat and plain so if i time it edit mode on this hold alt select this loop here s x zero in this case so that it flanks it along the x axis and then we're just gonna do the exact same thing again i'm gonna do control r to bring in a loop cut around here s to scale this up control r bring this one here and then one more i think around here which is just going to give that you know just a bit more definition to the sleeves and the clothing which is really going to make your clothing pop and just make it stand out a little bit more so now let's do the same on the other side and of course you could mirror this but when it comes to clothing i don't want it to look too uniform so i tend to go in and freehand this on both sides so i'm going to tap the end mode again to alt select this loop sx0 and then ctrl r bring this down s to scale it up control on click here again scale this one down ctrl r again and scale this one up now we're getting a bit more of an interesting sleeve effect almost looks like a roll-up shirt or something but of course you can use this for any sort of clothing you like but now it's time to jump into the more interesting fun stuff i suppose and we're going to be adding some textures to this clothing because i don't i don't know about you i like a nice woolly baggy jumper so we're going to turn this into a woolly jumper now using some cool textures and of course to do this you are going to need a texture pack but you can get these completely free i'll leave a link below to the one i'm going to be using today which is like a just this cool free woolly texture and before we jump in let me just zoom you know good old fashion takes it my teeth oh no i said tea i mean i'm totally drinking coffee there but the cat's out of the bag so but once you have your 3d texture downloaded and ready in a file of your choice we're actually going to head on over to the shading tab over here so if i click on into this and if i go and make sure that i am in my material preview view here or you can do this in rendered view if you've got some decent lighting set up but this may look a little confusing at first but essentially all we've got is our file explorer over here so we can use this to navigate to our folders and find where we've saved our image textures you've got your nice viewport here where we can take a look at our character and down here is going to be our shader editor where we're going to play with some nodes and do some image texture in it's going to be it's going to be awesome trust me so initially in our file explorer navigate to where you've saved that image texture i keep mine inside a materials and textures folder and today i'm using a fabric and uh wool and here they are perhaps i should make these a little bit bigger maybe there hopefully you can see all of this pretty well but when you download an image texture you get a lot of different things you can play around with depending on you know where you've downloaded it from and we could go down a big rabbit hole in regards to texturing in 3d and blender and such but to keep this nice and basic for the purposes of this tutorial we're only going to be using this pinky bluey image which is our normal and the roughness map which is like this off-white looking one not to be confused with the height and the ambient occlusion so make sure you check the file name for roughness there but once you've got those and you're good to go the first thing we're going to do is to click on our jumper here and then we're going to click this new option and if you can't see nodes like this make sure you have this used use nodes option enabled and that's going to give us the nice default principled bsdf shader into the material output and essentially what we're going to be doing you're probably familiar with this already where you can come in and you know adjust your colors and such but in order to achieve a nice 3d textured appearance we're actually going to make use primarily of this normal so in order to do so just click and drag this in to your shader area here and this is going to load in now as an image texture and normally when you're plugging in these into your uh your printable bsdf nodes and such you have to make sure that you're using the right color and the right types of data so you can see here we've got this color which is a yellow dot you you shouldn't really plug that into something that's a blue dot so in this case we have we actually need to run the normal image through a normal map and then from the normal map into the node so if i just do shift a that's going to load up this little this little uh box area where we can search for all the different type of nodes that we have access to i'm just going to click the search and type it normal and then click on this normal map i'm going to drop that in there and all we simply need to do at this point is to click and drag the color into the color and then drag the normal into the normal and right now we've got something that would probably do pretty well in a cyberpunk glitch video if anybody's a fan of cyberpunk so what's happening here is that blender doesn't currently know how to properly map this image to this piece of mesh because when it comes to texturing in blender and using images you actually need to unwrap your mesh is the term so in order to do that we're going to jump on over now into another workspace called the uv editing workspace so let's click into here and then make sure you have your jumper selected or your piece of clothing press a to select it all and then at the top in our menu we're going to go to uv and we're going to click unwrap now if i turn this one back in to rendered view we can see we can now see our image texture taking place but it's looking pretty awful although this is progress we're getting somewhere but what we need to do if i press a to highlight all of this mesh on the left side here you can see this is blender essentially trying to flatten our mesh and apply it to a surface this might be easier to see if i put this in here so no that's that's just made it worse but essentially blended can't flatten this image properly and now it's screw in our jumper it's making it look all strange so essentially what we need to do is to create little cuts inside our mesh where blender can flatten out our shape properly and luckily enough because we are using a piece of clothing today we can essentially copy the real world stitching in real life so typically in clothing we have a nice stitch up the side here and the same on the other side so that's literally all we're going to do so if i just come back into solid view for the moment and hold in alt to select this loop and then shift and alt to select this one too holding shift and then alt select this one too and then one more here and then so essentially we've got this center line all the way around selected we're just then going to press right click and click mark as seam now if i deselect this you can see we've got this red line that goes right down the center of our jumper so from here if we just press a go to uv and unwrap once again and if i just click this x so we can see this better we can now see that we've got the jumper looking a lot more symmetrical on both sides and it's split the mesh in half and it's now applying any image that we put on this mesh nice and evenly and we can actually see this in effect if i jump back into my rendered view here we have the mesh being applied nicely but let's now go ahead and jump back into our shading view over here where we can make some of those final adjustments and get this looking nice and soft so initially we are going to change this to uh non-color data that's going to make sure that it's reading the data properly and of course there's some instances where for example the roughness is still a single value across the board but in reality when you're working with you know an object that's got you know lots of different you know textures across it it would reflect light in many different ways so instead of using one single value across this whole thing we're quite simply gonna drag in a roughness image and then plug this color into the roughness and you probably won't see it take too much effect because we're working with wool essentially today and now you can see though that this is got different roughness values all across it based on the image and what i tend to do is i like to bring my strength down to maybe like point four something just to make these textures a little bit more subtle something like that i think looks really nice and at that point you could be done but the only thing i'd like to do at this point is to change the scaling all my stitches and you know these sort of textures so what we're going to do we're going to take advantage of two more nodes so i'm going to do shift a and initially we're going to do an image no a texture coordinate node and then shift a again and we're also going to look for a mapping node and all you need to do with this is plug the uv into the vector and then the vector in to our normal image and of course you are going to want to make sure you plug this into your other images too just so that they are even across the board and at that point it's just a case of adjusting these variables to modify your images so in this case i could adjust the z rotation and you can see it's going to take effect on there uh but the only thing i'm really going to adjust is the scaling and you do want to make sure that these three values all stay the same or you are going to get image stretching on the deformation just like that so i think i'm just going to click and drag on all three of these and set them to 1.5 just to decrease the size of my stitching a little bit and then perhaps we'll also change the color on this to maybe a bit more of a navy color something like that and just like that if we come back into layout we've got a nice textured jumper and that's gonna just about do it for today's video but likes and subs are very much appreciated and of course never forgetting to thank my amazing patreons you guys make all of this possible and let me put aside more time within my week to make these videos so thank you so much and to our amazing golden cup holders um we have delisle uh emma and louis but on that note my name has been kiel and i hope this has been another insightful video for you today and until next time have a nice day and i'll catch you in the next one [Music] you
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Channel: Keelan Jon
Views: 74,685
Rating: undefined out of 5
Keywords: Blender3D, Blendertutorial, Design, Development, 3dArtist, 3dart
Id: GFAo8iIjyuY
Channel Id: undefined
Length: 16min 55sec (1015 seconds)
Published: Tue Jan 19 2021
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