Hoodie In Blender 2.91 | Full Tutorial

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hello guys and welcome to another tutorial so today i'm going to be showing you how to make a hoodie in blender 2.91 using blender's cloth simulation tools and also the sewing feature now you can see over here um like this is the one we'll be making today i'll be making it available on my patreon if you guys want to check that out i'm also going to be including another example which is this one i made here which is also another windbreaker jacket so these are like the windbreaker style of hoodie and you can see this one is a little bit different but both examples will be on my patreon now what i will be including for free is this model here which is just the um the animated base model it's one of my own i'm going to be making available if you guys want to follow along and it's really convenient because it kind of starts in this t-pose just makes it easy to put the cloth on it and kind of model the hoodie and then it'll just kind of do this little simulation we can get like a natural pose and it'll just go back it's just this nice little loopable cycle so i'll try and make that available in the description for free so you guys can download it and follow along so um i think i've said enough about this so just once again to recap this is the one we'll be making today just this windbreaker hoodie like that okay so let's get started okay so we're all going to be starting on frame one where our character is in the t pose so make sure whatever character working with it is in a t pose to start with or maybe even a wide pose in some cases you might want to go for that but in this case i'm just going with a generic t pose so what we're going to do in our front of graphic view we're going to go shift a and we're going to go to our mesh options we're going to add in a plane to start off with this plane selector we're going to go g z and move it up to about the waist of the character here and what we're going to do is we're going to tap into edit mode and if these this geometry selected we're going to go rx90 and hit enter i'm going to go into our right orthographic view i'm going to go g and move this guy forward and just scale that plane down so scale it down like that then go back into front view and we also want to go to our modifiers and let's give this guy a mirror modifier let's go g x in our front of graphic view move it to the side then come over here and enable clipping then if we go g and we move this back in it'll clip together so now that that is set up let's um go g z and bring it down to about here so you want the bottom of this to be here with the crutches and i know that seems quite low but once this simulation actually runs things will kind of tighten up around the body so let's go with something like that then we're going to select these two top vertices and we're going to go e so we're going to go g just move them in a little bit and then e to extrude them up to under the armpits here so we're going to go right there and then what we're going to do is we're going to e to extrude one more time i'm going to extrude up to here and we're going to go r to rotate it like that and i'm going to grab this vertex in this vertex and just go g and move them down and grab this guy and just move it here like that in fact maybe not so much let's just leave it right there for now okay and i'm going to come in here ctrl r add in another loop cut we're going to grab this vertex here we're going to go g and just move it up to here so that these two vertices here are kind of in line with the angle of the shoulder here okay so the same kind of flow so what we're going to do is also grab this vertex and just move it down a bit and grab this one and move it down so what we're trying to do is just roughly square out these um these the geometry so i'm going to grab this vertex kind of bring it down just a bit and then ctrl r to add in a loop cut here so all of these should be roughly all of these squares should be roughly the same size what we don't want is any kind of like rectangles like this because those won't simulate well just like that and i know it's really low poly but that's just kind of our starting position eventually we will um add um in more deep details okay so what we're going to do is we're also going to grab this vertex in this vertex we're going to write off graphic view we're going to go g y and just move this back till it's about there but we don't want it intersecting with the mesh i'm also going to grab this vertex g y and just move that in a bit like that maybe not so much just a little bit further away and then what we can do is grab this vertex this one this one and this one go g y and just move it in a bit so we're not trying to make it um completely around the character but just kind of still a little bit flat because the cloth simulation will do the rest of the work for us so now we have that set up let's select this vertex and this vertex and we're going to go shift d to duplicate bring it over here again hit your top view and then we're going to go e to extrude we're going to extrude to the armpit here and we're gonna just rotate it a bit and then we're gonna e to extrude to just a little bit past the um the bottom of the arm here or where the wrist starts and just moved it out a little bit so like that let's grab this guy moved forward a bit so we're just trying to kind of match it along the arm and we're going to select these vertexes vertices here and just rotate them as well just so it's a little bit more flat okay so this is something like that and then what we're going to do is we're going to come in here ctrl r add in another loop cut and then ctrl r add in a loop cut here and what we want to kind of achieve here is a matching number of vertices so you can see here we have three verts and over here we have three of them as well so later on we can grab these and we can bridge them but we won't do that right now but if i for example had four vertices over here so let's just i'll quickly give you an example and then i try to bridge it with this this is what will happen it'll have kind of this weird stuff going on so we don't want that situation otherwise we get the triangles and that's not going to work so just make sure to always match up the edge flow okay so once we've done that we can come in here control r we're going to add in the loop here ctrl r add in the loop here ctrl r double click for there and then ctrl r double click add a cut here and then also here like that and then we're going to come in here ctrl r add in the loop cut here and we also want to once again make sure these are roughly squares we don't want any triang um rectangles like that once we've done that we can come in here ctrl r add in a loop here ctrl r double click ctrl r double click like that and then ctrl r add in a loop here ctrl r double click and in the same thing up here and then what i'm going to do is just select these vertices here double g and slide them down as long as we have you know the same amount of vertices here as over here so we can bridge those okay okay so that's looking okay um let's have a think about it so once um you're happy with the way that looks and it's all lined up you can hit a to select everything right click and subdivide so now we have a better number of vertices there okay so before we go any further what we're also going to do is we're going to go shift d to duplicate and in g y and we're going to move this back so move it back onto y okay and then we're going to go s y minus 1 and it's going to invert that for us like that okay now that's all good for the back part here but when it comes to the arm piece and that's not quite correct so what we can do is just select a vertex on this arm piece here ctrl l just to select the whole thing x and delete then let's just select this arm piece here by itself and then in our top v shift the y and just move it back like that and the thing that's good about this is we still have the same amount of vertices here on this edge as over here as well so we can also bridge that what i'm going to do i'm going to select this edge here enable proportional editing and make sure connected only is enabled and then if we go to your right view and you rotate it like this and then g y move it back you can kind of just line it up with that edge there it doesn't have to be perfect but just close enough like that okay so now we have this this edge here and this edge here same amount of vertices and we can bridge them later on like that okay that's good so what we're going to do now is we're going to go to our edge select here and we're going to click on this edge here and then we're going to go control and alt or command and alt and click on this edge up here like that and then we're going to hold and shift select this bottom edge here and then shift and control and click on this top edge here so we have the same amount of edges selected here as on this side here because they're mirrored then we're going to go ctrl e and we're going to go bridge edge loops and now it's bridged that for us like that and we've stopped under the armpit here where this edge starts here and now what we're going to do is we're going to select this edge here then holding shift and ctrl click on this edge and then just holding shift select this and then shift and control select this edge so both edges are selected they have equal amount of edges i'm going to go ctrl e bridge edge loops and let's do the same thing back here okay so just bridging these edge loops here as well that's good and then we're going to select this edge here holding shift and control select this edge holding in shift click on this edge and then control shift click on this edge so now we have equal amount of edges selected we're gonna go ctrl e bridge edge loops and let's do the same thing down the bottom here okay i'm gonna select this and this just these edges here oops so what am i doing okay just these edges control e bridge edge loops like that so you can see there and then we can just also just select this edge and this edge hit f to fill that and we're just bridging the edge loops here okay so these ones as well select that edge and then the edge that mirrors it and the front here ctrl e and then bridge edge loops like that we're going to leave the neck open and we're also going to leave the bottom open like that so that's all good but what we need to do now is go to our face select option then click on this face and then holding in shift control click on this one at the end then we're gonna go x and we're gonna go only faces so we're only deleting the faces but leaving the edges and we're gonna go to the bottom face here click on that holding and control and shift when i click on this bottom one here that one in the armpit i'm going to hit x and delete all of these faces in here leaving the edges so the top like that and at the bottom like this okay we're also going to click on this face holding shift ctrl click on this bottom face i'm going to hit x and only faces so we've deleted this whole row faces here and that's really starting to come together it's looking really nice and what we can also do is just go over to our vertex select option while we still have proportional editing enabled at the back here we can select this vertex guy g z just bring it up like that and then r just to rotate it down a bit and i'm rolling my middle mouse button to control the falloff so we're just trying to kind of not make it as v-necked at the back but at the front we're gonna leave it slightly v-necked like this it just looks a little bit more aesthetically pleasing okay so what we can also do is add some decorative pieces so let's start here with the sleeves so i'm going to go to my top orthographic view go to wireframe select these vertices here and while we still have proportional editing enabled i'm going to just rotate this bit by bit and then moving it just to kind of straighten that sleeve out with the hand like that okay and then i'm going to go shift alt click on this edge and i'm just going to select all of these vertices here i'm going to go shift d in my top off graphic view so my top orthographic view shift d move it forward like that and then i'm going to go e to extrude and an s to scale a little bit like that and then e to extrude one more time just to cover up the hand like that and now we can just loop select these vertices here select these vertices here and because they're the same amount of vertices if we go ctrl e and we go bridge edge loops it'll bridge that we're then going to hit x and only faces and then we're going to go to face select select this face here this one here and these two at the bottom and then hit x and only faces so now we have that okay so that's a little extra decorative sleeve piece and then we can go to the bottom here go to vertex select go into front orthographic view hit z to go into wireframe and then box select these bottom vertices e to extrude and then z to go down like this and then e to extrude z and go down one more time and then what we're going to do is we're going to go to our face select option shift alt click on one of these faces here to edge loop selected hit x and only faces okay so now we have like this little um decorative edge at the bottom also to select this face here and hit x only faces okay so let's try our first simulation we are going to add the hoodie in a second so just tab out of edit mode go to object mode and make sure to enable shades move it's also a good time to just grab it and save it somewhere so i'm just going to save this just in case i lose it before you run the simulation it's always a good thing to do with this cloth selected or shirt we're going to go to our cloth settings here and if you have scaled this in object mode make sure to go ctrl a and just apply your scale we're then going to give this guy a cloth and we're going to actually just come down to our if we go all the way down here to the shape and come down we can enable sewing and we're going to come here to this max sewing force we're going to make a 12 for now and this may vary depending on the scale of things and what you're working with for now i'm just going to go with 12 and i'm going to make this shrinking factor here 0.1 if you make this shrinking factor too high or sowing force too high you can get sometimes where it just shrivels up into the body so just keep that in mind as well we also want to come down and just enable self-collision so the mesh geometry itself of the cloth simulation will actually interact with itself now obviously if we want to run the simulation we also need to interact with the characters so select the mesh of whatever your cloth is simulating on top of so in this case it's this female character and still in your physics tab we're going to give that female character collision they're going to come down to the thickness outer down here and the soft body and cloth make this point zero one and then come to the um the thickness outer make it point zero one essentially that's just going to close the gap in between the cloth and the actual character itself here because sometimes it just looks like the cloth is just floating on the skin and it's not actually making any contact so just make those factors really small also if you don't want the cloth to have a whole bunch of um slipping you could also up the friction here under the collision for the character mesh but i'm not going to do it in this case i'm just going to leave it as default so let's get back to our mesh here our cloth is selected and on frame one this character isn't a t-pose and will animate um gradually so let's just hit the spacebar to play the simulation and we can see here everything snaps together beautifully we have to start of a really nice hoodie here now obviously it doesn't look like a hoodie because we don't yet have the um the hoodie part of it but you can see here it's slowly simulating the characters going from a t pose back into kind of like a normal resting pose and that just gives us a good opportunity here to see how this simulation works how does um you can kind of just see the um the hoodie taking shape here okay we got the start of something now to make this also stand out a bit i'm just going to select this mesh the the clothes i'm going to go to my mod my um material editor click on new go to the viewport display and just give this a viewport display color just so we can kind of see it standing out from the actual character mesh so we can see if there's any kind of unnecessary intersection or whatever and i just like the way it looks aesthetically as well okay so we won't let the whole thing run now but let's just go back to frame one so we know now know that the this itself is okay so now we're going to add the hoodie part to this um to this hoodie and um so this is just a jumper the hoodie's going on it and that can be a little bit tricky so just follow along with what i'm doing and i'll explain that as best i can and we can um just make that part okay so what we're going to do to get started with the hoodie is obviously select our um cloth here we're going to go into edit mode and what we're going to do is we're going to go to edge select option here and we're going to go shift alt click on this edge here just to sorry probably not the best a good idea because it'll actually select this whole edge so just select this edge here holding in shift and control click on this edge so we just want this edge here selected and we want to end where the color order sleeve starts over here so these these four like that and what we're going to do is we're going to go shift d to duplicate them and just move them up like that and then g y and just move them in a bit closer to the neck like that and we're going to go e to extrude and z and we're going to extrude this up all the way to the top like that and this disabled proportional editing for now so we're going to go s z and just flatten those edges so s z just flatten it onto z and then what we're going to do don't worry about it intersecting with the face we're going to just maybe go g y and move forward just a little bit and we're going to go ctrl r over here and just roll in some cuts we're going to roll in enough until these kind of look like squares that are kind of almost the same size like that and then what we need to do is we need to select this edge here holding and shift just like these four as well at the back so it should be the same numbers whatever you have here at the front but coming to a stop where the sleeve starts here and at the same at the back you select this edge all the way up to where the sleeve starts over here so that's four selected we're gonna shift d to duplicate move them up move them in a little bit like that and then e to extrude z bring it up to here and g y move it forward a bit s z to flatten it like this and then ctrl r to roll in some cuts like that now what we want to do we also want to make sure that these edges kind of line up with these edges so let's start by selecting this edge holding and shift select this edge and hit f to fill it and then we're going to go holding and shift we're gonna click on this edge so one two three four five six seven eight so just go with eight for now and then still holding shift we're gonna go one two three four five six seven eight so now we have equal selection here we can go control e or command e and bridge edge loops and now we can see we have one too many here so to select this edge here hit x and delete vertices so now it's even and what we're going to do is we're going to select this whole edge here e to extrude z to go up to here so extrude it up and then we can select this edge here holding shift select this edge here hit f to fill it in and i'm going to do the same thing with this just like this like this hit f to fill it in and then this edge in this edge f to fill it in and then we can go ctrl r and roll in three cuts over here or maybe even more so i'm going to go with about five just so we see the squares up here as well like that and they want to come in here control r and roll in the same amount so in this case we have one two three four five so we're gonna come over here ctrl r one two three four five like that and now we can just shift alt click on this loop here to loop selected and then we can go ctrl f and we can go to grid fill and it'll fill that for us okay so now we have this forming here what we can also do is with our face select enabled we can select these faces here so i'm just going to hit c to bring up the c select tool i'm going to select these faces in here all the way down to here but not these ones so just leaving a border of edges around here and i'm going to hit x and delete faces then i'm just going to go edge select enable proportional editing select this edge i'm going to go g just move this up like that i'm also just going to grab this edge here okay and i'm just going to go ctrl plus to go to selection go to the smooth tool and also just smooth that out a little bit just like that because we're just forming the hoodie around here i'm also just going to grab this edge control plus to grow it and just smoothing that out as well okay so that's looking a lot better and it'll look really awesome once we um once we also simulate it okay so what we need to do now is actually attach the hoodie so let's start by selecting these edges over here and you can see we have four selected and we're going to select the same four edges that mirror to the bottom here so these four over here and then these four edges we're gonna go control e and then bridge edge loops and i'm gonna do the same thing with these four edges here just select them and then select these four edges here and ctrl a bridge edge loops and now where the tricky part comes in we also need to obviously go to face select select these faces here select these faces here x and delete only faces and at the moment the issue we're going to run into when these snap together all of these are not going to have a point to snap to because there's no matching number of verts over here so what we can do is cheat a little bit so go to our vertex select option select this vertex this one this one this one and this one and then we're going to go f3 we're going to type in merge i'm going to go merge at center okay so select these ones here just scale them a bit like that okay i know that looked a little bit confusing but what we're also going to do is um select this vertex here holding shift select this vertex and then hit f to fill it i'm just going to make an edge there and i'm going to do the same thing here select these two hit f and it'll just make an edge but not a face and now what we can do is tab out of edit mode and in frame one let's just hit the spacebar and see the simulation run [Music] cool so there you can see we have a nice looking hoodie simulation just like the cloth itself go to object and shade smooth and if you see any of this weird shading just tap into edit mode hit a to select everything then go ctrl n and recalculate outside and it'll fix those normal issues so if you go back to frame one and you hit the space bar you can see the simulation doesn't have any of that funky shading so there we have the actual hoodie on um so this is a style of hoodie um if you don't want it to kind of like pinch together here inside you can make things a little bit different but i don't i find that it doesn't really hurt anything to do it that kind of way um there's a lot of different styles of hoodies out there but um once you're happy with that we can kind of refine things a little bit okay so what i'm going to do is i'm going to select the hoodie tab into edit mode and let's just make things that look a little bit cooler here so let's just select this loop vertices in here now we've got our right view we're going to go g and just kind of move them forward a little bit and once again just smooth them out with that smooth tool selected and then we're going to go shift d to duplicate and we're going to go alt s or just maybe s and just scale it down and then g x move it in a bit and then we're going to go e to extrude and then s to scale it but make sure to disable proportional editing obviously s to scale it g to move it in a bit we're just creating this extra little section at the front here g y move it forward and of this bit we're gonna just um loop select these vertices here and these ones here ctrl e and bridge edge loops hit x and only faces so now we have that if we tap out of edit mode and we go back to frame one and we hit spacebar we're gonna see we now have this like rim around here which just looks cool it's also kind of like a windbreaker kind of style of um hoodie so also just enable shades smooth with that um so yeah that's what we have so far if the hoodie is looking pretty cool um yeah we can also see that the wrists over here are kind of weird so let's just tab into edit mode of those um let's just select these vertices here we're going to go s z but enable proportional editing so s z and just scale it down on the z a bit like that tab out of edit mode and let's just try that again so let's just check out that simulation okay so that's a bit better now with the wrists so we can really see this is coming together um i don't quite like the how it's pulling up on here so what i'm going to do in edit mode is i'm just going to select these in front view i'm going to select these vertices here choose these ones here with proportional editing enabled i'm going to go g and just move them down very close to the shoulder here and grab these guys just move them down a bit so just like that tap out of edit mode go to your first frame and hit space bar and let's see what that looks like i guess it's looking quite a lot better okay so it's really getting together here i'm not liking the squareness of this up here so what i'll do is in my front view i'm just going to select these vertices over here i'm going to go g just move them in closer to the head with proportional editing enabled and i'm just trying to select some of these vertices here just smoothing them out a bit so we just want it roughly kind of like wrapped up around the character until everything looks okay tab out of edit mode and just keep running the simulation making little refinements where you can okay so i'm happy with the hoodie at the moment it's starting to look really cool so what i'm going to do next is what we're going to do is um add on some modifiers here so let's select the hoodie go to our modifiers tab we've got our mirror here then we've got our cloth so on top of that we're going to add a subdivision surface modifier don't worry about this funny shading going on here so on top of that we're going to also add a solidify and now we're going to do is you can mess around with the thickness but i'm going to kind of just leave it at default so just gives a little bit of thickness to this and also if you bump up the levels on the viewport here for the subdivision surface modifier things are also going to look a lot nicer but for now we'll just keep that down to one or you can even disable it in the viewport if it just slows down your computer too much okay so now the hoodie looks like it's got some thickness to it it actually is starting to look like cloth however there are still some things we can refine so let's go ahead and actually apply the mirror so come here to the drop down and we're going to apply the mirror we're going to tab into edit mode and just come here to the subdivision tab and just disable this button and this button so we can see what we're doing so what we're going to do is we're going to shift alt click on this edge here we're going to edge select these vertices also these ones here all the way up to the top here and then we're going to hit x and delete vertices then we're going to shift alt click on this edge and i'm gonna loop select that edge select this edge these verts down here and then these guys here just selecting all of them so you can see it's a perfect match on this side and this side control e and go bridge edge loops and then hit x and only sorry x and only faces and then what we can do is the same thing with our hoodie here select this edge this edge all the way down to the back hit x and delete verts then select this edge select this edge this guy as well just those ones and then you're going to hit ctrl e bridge edge loop x only faces and then we need to select this vertex holding shifts like this one hit f to bridge that and then select these two hit f to bridge chat with an edge and now if we tab out of edit mode go to our first frame and we hit the space bar to run the simulation it's gonna look really awesome so now we have something that looks more like a hoodie and um yeah it's looking pretty cool now it's not looking as good as it can because we haven't bumped up some of the quality settings yet so select the the hoodie i'm gonna go to our cloth settings here and let's go over here to the quality steps at the top bump that up to about eight and then also we need to come to self-collision bump that up to about eight as well and then we're going to come to the distance here under the object collision and make it point zero zero one and then we're gonna come down to the self collision make the distance here point zero zero one as well go to our first frame hit spacebar again and now let's simulate it it's going to take a bit longer this time but it should be a bit nicer and you should get less of those gaps okay so it's going to be really slow so what we actually need to do is just bake this out so once you're happy with the actual simulation itself select the hoodie and you're going to go over to under your physics tab you're going to go to your cache in this case you can see my animation is 120 frames long so i'm going to make the end value here 120 and that's just going to be the amount of time that this simulation actually cashes out make sure to save it very important and then you're going to hit bake and it's going to slowly go for each frame for this animation and just kind of bake this out and that's essentially just going to store that acacia data into this blend file so every time we open that up we don't have to keep running the simulation it'll just be ready to go because it's all baked into the blend file so i'm going to let this kind of bake out i'll come back we'll have a look at it and then we can play around with some of the other modifiers and just make it look really cool okay so now it's finished with the caching so let's go to frame one and let's just play that animation so now we can see this is what our hoodie is looking like okay so now she goes from the t pose to the resting pose and i'm just gonna pause it and just gonna move around and you can kind of see what this is looking like now if you actually grab this hoodie go to our modifiers here i'm going to go to the subdivision surface modifier and just bump up the level here that looks a little bit nicer now when you get sort of like these areas where the gaps won't close and things are kind of stretching in too much that's probably because not you can mess around with the settings as much as you want with the cloth but at the end of the day sometimes you just need to actually um make the actual when you're editing you need to actually give it more mesh to work with so maybe just scale up the actual jacket a bit at certain points you know just play around with the vertices until you kind of get that minimized now that's totally up to you you can spend as much time as you want but i'm going to leave it at that as far as the the simulation goes and like i said there's many types of jackets out there now this one is kind of like the traditional windbreaker hoodie that's designed to kind of like be really encapsulating the face and the body just to kind of keep you warm keep the wind out and um there's a lot of different styles for example there's this one right here which i also did well i quickly show you this one is kind of the same thing um just a little bit of a different approach over here at the top but that's pretty much how you can go about making a pretty cool hoodie in blender so this is like i said another example of mine quickly show you um and then this is the one we made today sorry let's just grab it so yeah pretty much the same thing overall i hope you guys found this tutorial interesting that you've learned a few things i hope you make some cool things and like i said i'll be making this model the finished one available on my patreon if you guys want to check that out and yeah so stay safe enjoy your week and check out some other content as well if you're bored
Info
Channel: PIXXO 3D
Views: 57,975
Rating: undefined out of 5
Keywords: Blender, Blender 2.83, Blender 2.9, make a hoodie in blender 2.91, Blender 2.91 cloth simulation tutorial, Blender rigged character simulations, Blender 2.91 features, how to do clothes in Blender 2.01, Blender clothing tutorial for beginners, how to make clothing in Blender for beginners
Id: PrSWh0ebyCM
Channel Id: undefined
Length: 33min 58sec (2038 seconds)
Published: Fri Nov 27 2020
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