How to Fit Perfectly Cloth with Character Creator 4

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hello to all this is Fred from Pixel for fiction I hope you are well today I wanted to show you how you can perfectly adapt an outfit designed for a generally neutral based format and which has quite unexpected results as soon as you want to make it worn by a character with a more important musculature as you know all pixel for fiction outfits for character creator are usually created with the basic neutral bass Avatar and usually the transition between different characters is seamless with character creator 4. however as soon as you want to change your character with a special morphology a neck shoulders and arms more generous for example you encounter problems of adaptation especially on these pots it's quite boring and it's not what we're looking for let's take an example we are going to a character with a very muscular shape I chose to date Caleb moreover he has a beautiful head of Doughboys now let's open our dug boys overseas outfit pack I place the pants the leggings the shoes with the opacity map the Hat I now move on to the jacket which is marked by cc4 as a garment and there unfortunately we quickly realize that something is wrong already the top button is totally deformed those of the collar look bad the epaulettes are also in a sad State that's not what we want at all and I'm sure you agree with me we could explain the cause in par Caleb has a rather imposing neck compared to our basic neutral Avatar his shoulders are more prominent he has a stronger bone structure and more imposing muscles the defamation is therefore not standardized you will also notice that the buttons are very detailed with a mesh a little denser than the jacket itself in cinema during a dialogue it is not uncommon to have a close-up of the face having an equivalent level of detail in your outfits to the rest of the body is important otherwise you risk having a visual contrast that is too striking the details on rather but null objects like buttons is an advantage in no 3D but also a disadvantage part of the button mesh is drawn up while the others are squashed to make up for this we could use the available tools such as working on the skinway this could take time with a result that is sometimes negligible since the morphology in certain places is totally different the simplest thing would be to start from scratch and design a special suit for strong morphologies but character creator really allows us to avoid this since I don't want to waste your time with laborious rectifications with the skin weight tool I thought it would be better to offer you another solution I will try to be brief especially since the technique is relatively simple and can be broken down into four steps without any difficulty enough chatter step one at the accessory jacket with morphs here's Caleb who's pouting because his jacket is in a sad State now open the dug boy's overseas outfit pack you will see a pose named relax select Caleb now double click on the relax pose provided in the pack this is the pose that we use to create the clothes and we need Caleb to have the exact same pasture before we cut him a custom jacket then we see another instance of a jacket which is not marked as a garment but as an accessory click twice it appears on Caleb a little out of place this is normal it is an accessory that is linked only to one part of the body and does not dress as clothing the whole body use the transformation gizmos to adjust the jacket and only the Y and Z values either depth or height before you do this make sure your character has its transformation values set to zero this will make our job easier don't waste time trying to place perfectly the jacket just make sure that the hands are correctly centered in the sleeves and that the shoulders of the Garment are on the same level that's the main thing don't worry about the fact that some of kaleb's prominent body parts are sticking out of the jacket at this point this is normal the jacket accessory has been sized for a basic neutral size once you've made a few adjustments select the jacket and go to the modify panel in the morph tab you will see the sliders for transforming the jacket start with neck make sure that the collar extends slightly beyond the neck towards the front at this point you'll see a few buttons disappear forget about them for now we'll come back to them later and it will be a breeze to make them reappear we will then make some adjustments to the sleeves well at this point I think you have understood that l means left and armor means right the hands seem to be falling off the sleeves a bit select Caleb modify panel and motion pose tab then click on edit pose very gently adjust the hands to get them off the sleeves don't we'll worry about the rest just focus on the hands while trying to Century charm on each sleeve even if collab's body is sticking out of sleeves go back to the jacket click mofify panel and then morphs now let's do the shoulders the idea is to adapt the jacket to collabs high without trying to make his whole body disappear under the Garment you'll see we'll find a solution for that let's look at the back for me at this stage it is useless to go further the main thing is done the jacket now has the correct proportions of kaleb's body without undergoing unwanted Transformations and except for some parts of the body that are sticking out at the folds in the back all the extremities of the Garment that is to say the neck the sleeves and the bottom hems of the Garment are properly proportioned and we feel now that under the jacket there is an athlete's body now we make character creator work click on the jacket in the attribute tab of the modify panel you will click on transfer skin weights 204 will ask you to merge the jacket and the buttons for me it's okay say yes in the pop-up that appears choose file rather than a template we'll save ourselves the laborious work session on the weights I told you it was pretty easy we are looking for the file in the public documents re-illusion re-illusion custom cloth coat then the directory pixel for fiction and the directory named us 1917 doughboys otherwise type directly in the search bar of the file CC cloth named 1917 infantry code once found click on open we return to the pop-up that awaits our orders and then validate your choice congratulations Step One is now finished it was the longest now we'll have some fun step two high body mesh tool consider at present Caleb if we forget the few parts of the body that protrude we can say that the jacket has another look it is wider of shoulder and the sleeves have thickened overall there is no need to conform the jacket with this procedure however textural distortions may appear and they are not always Pleasant to look at I prefer another solution as I have had a long career in audio visual and film creation I can tell you that in this world only illusion counts and only recreating the illusion of reality counts what really counts is what will pass in the field of your camera and nothing else the rest everything that lives in the off camera is not to be taken into account unfortunately everything that is hidden is therefore out of sight invisible to to bother with it is above all to create unexpected results and to generate a totally useless waste of time now let's fix this detail select the jacket go to the attribute Tab and at the bottom choose high body mesh tool go to Advanced select the mirror function and start by cleaning the parts of kaleb's body that are theoretically hidden by the jacket leaving some room at the ends of the Garment now let's take the brush tool increase the radius of the brush and make sure it's in its hide function let's take care of some details like the sleeves without going to the ends we must leave the appearance of reality then take care of the neck and shoulders here it is I think we have almost the original jacket for the neutral model but without the confirmation artifacts perfect let's move on to step three step three the buttons I said it was perfect but it's still missing something the kind of detail I like like the buttons but we're going to make them reappear very very easily by merging the meshes we have also made another set of morphs appear click on the jacket to see and go to the morph stab you will notice that there are now sliders that start with BT BD for button go to the search bar and type BD then adjust the two named collar right and left you see it's quite simple the other button is just stay make him take his place I think the ones on the shoulders need a little boost too hey but now we have a problem I'm going to save you the trouble of looking for shoulder pad sliders it's time to show you another technique that is just as simple as this one and it's even my favorite one to use select the jacket modify panel tab attributes and edit mesh click on element select the button of the shoulder pad make sure your Gizmo is in local mode move your button slightly I admit that it didn't really need to be moved but Caleb confessed to me that he was a big stickler until the last sure button and we are only his humble tailor that's it it's over finally but I said there were four steps in fact the last step is the verification and the last minor adjustments step 4 final checks and adjustments select Caleb this time and give him a fairly tense pose the templates provided by character creator 4 are numerous let's start with an open X and see what it gives overall it's not too bad and it could have been worse but we can see that the shoulders are not very much in line with reality and that there are some artifacts in the match let's see select your jacket modify panel a tribute stab and then click skin weights using the powerful smooth tool give a very low Force value of 0.1 a medium radius and a falloff of about 70. start by selecting the bones in the center and make those horrible mesh distortions Disappear by first using the smooth tool by selecting the bones in the center then the bones on the collarbones shoulders Etc the principle of skin weight is simple the body of your character is subdivided into bones these are the little sticks you see there these bones exert an influence on the mesh of your clothing or your accessory this influence is characterized by colors as a reminder know that the warmer the color is yellow orange red white the stronger the attraction that is to say that you must imagine your bone as someone who would hold you in his arms in red or white let's say that the bone holds you tightly the color cools down green blue orb becomes null then the bone decreases its influence or does not act at all on the colored part of the mesh for example in green it holds you by the arm in blue barely by the hand and when there is no more color the bone has dropped you so each of these bones or group of Bones exerts an attraction on your garment while giving it a certain flexibility let's take for example the epaulettes it's not very nice at this stage and it's even not very glorious defamation for who is going to receive my sense Co or officer Stripes let's select the bone clavicle to see the attraction effects let's use the ad mode but always with a low string and weight value and a radius as wide as the shoulder pad as you gradually reach the hottest value you can see that the shoulder pad is totally slave to the shoulder that's good but you can see that it is totally detached from the jacket and that is not what we want but I can see that Caleb is getting tired let's give him a more comfortable pose we will therefore give the epaulet clavicle pair a fairly strong uniform force that orders the clavicle bone to have at least 80 percent control over the epaulette switch to replace mode specify a string value of 1 and a weight value of 0.8 paint the whole part of your shoulder pad with the button with this value then select the central bone which is in my opinion the center of gravity of the skin weights give a value of 0.2 to the weight then paint the shoulder pads I think you have now understood the principle it is a game of Attraction and repulsion for the shoulder pads the collarbone retains eighty percent of the control while collab's central body retains 20 percent but let's see if this is really the right balance it's almost perfect you really need to perfect the movement and to balance if you wish the shoulder pads with other bones in a more discreet way but I wanted to explain the relationship between the two forces but with experience you will see that there are three four or even five forces that will apply to your garment on the other hand we see that celeb's neck has now pierced the clothes no need to get out the invisibility brush it's better to keep some margin at the end you have two options either use the skin weights or work more precisely on the mesh I chose the second option modify panel attributes and choose edit mesh the scope option and the pull mode but be careful you have to handle this tool with a lot of precaution here I recommend a very low intensity value about 0.15 and a radius not bigger than a mesh triangle approach the vertex where you can see a part of Caleb's neck and start slowly applying your brush Strokes stop as soon as collab's Skin disappears this is because you are not only acting on the mesh of a jacket but also on its texture an undesirable results can occur if you use this tool intensively which should be used very soberly let's make Caleb walk around with his jacket there it's almost perfect except that Caleb is a stickler for Perfection it's best to check with him for the final adjustment details since you know almost everything I see just one annoying detail it's the military pants the whole top interferes with the mesh of the jacket it's in fact the belt loops that cause this overtaking maybe we should have increased the size of the jacket at that par however in reality when your jacket is worn and adjusted to your waist with a bell it kind of crushes your clothes below let's focus on the general shape of Caleb notwithstanding this visual inconvenience of the pants that protrude we see that the proportions are well preserved at collab's waste let's opt for a solution that will preserve this let's click on the pants modify panel and edit mesh this time we will use the masking tool sculpt Tab and brush type show mesh let's use the hide Mo with a medium sized brush quickly erase the part that is invisible when the jacket is worn now we can say that everything is almost perfect there is one more thing the belt since it fits over the original garment I don't think it's going to understand this new outfit very well what are we going to do I'm tired okay the belt and the leggings also have morphs that will allow you to quickly and easily adjust these elements to kaleb's muscular frame I let you have fun with it foreign [Music] that was Fred from Pixel for fiction even though English is not my first language I hope I have made it as clear as possible I wish you a great Creation with Character Creator and the re-illusion software suite take care and see you soon [Music]
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Channel: Pixel4Fiction
Views: 5,551
Rating: undefined out of 5
Keywords: Reallusion, Pixel4Fiction, marketplace, outfit, 3D model, character creator, Iclone, animation, tutorial, doughboys, AEF, US army, World War one, great war, hide body mesh tool, techniques, 3D, skin weight, edit mesh, morph, sliders, cloth, custom, CC4, IC8, how to, iclone, reallusion, lesson, explanation, beginner, newbie, smooth tool
Id: UChh9bIfe6A
Channel Id: undefined
Length: 23min 59sec (1439 seconds)
Published: Fri Jan 20 2023
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