Shirt - Part 1 - Base Mesh

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hello in this video I'll teach you how we can create a shirt similar to this in the reference image and this is particularly useful if you're creating a video game character so I will teach you how we can create a base mesh into DS Max and how could we can do some sculpting in ZBrush and what we need to look out for how it can accomplish this type of fold effect and how we can work with straps on our character so the best way to start off is to just make a clone of your base mesh so what I will do here is just select about right here don't worry about selecting too much here we just want to select one side select whichever side anymore more count we're working with so if you want to work on the left side you can select this if you want to work on the right side you can select this side all right so it looks like a short-sleeved here so I'll just go ahead and I can switch my selection mode from rectangular to fence and what this will allow me to do is select like this all right and they can just accurately select what I want all right so go ahead and select this far then I'll go ahead and detach it the attach is cloned I can just detach it as college shirt all right now that I've done that I'm going to go ahead and isolate temporarily and what I can do is use my grid since this character is in the center I can just go ahead and actually delete the left side like so and to make sure that this is all in the middle what I can do is select an edge here loop and loop this as well hold ctrl and click here to convert them to vertex on make planar I can press make planar X and make sure it's at 0 so it's perfectly at 0 we can now apply similar modifier all right so first thing you can do is as you can see this this mesh is a base mesh from ZBrush and it has a few instance of topology to make it easier for example has right here for this for the nipple part and it has this right here for easier sculpting a belly button so the whole reason for this is just to make it give yourself a little bit extra topology here to make these areas simpler to sculpt if you're sculpting and organic person a person but in this case we're sculpting cloth so we don't actually need this topology here so we can go ahead and simply select the unnecessary topology here and remove it all right and we can also go ahead and remove this as well so you can see I'm selecting these edges but not these ones in the middle all right and we can we can keep this here for example or you can just go ahead and weld and remove remove these edges all right and one other thing you may notice is that we have a very high amount of edges here which may or may not be what we want so I'll also go ahead and simplify some areas here as well let me go ahead and select these edges and remove them and it can be very useful to turn on your edge constraints here to continue to edge and you can also use the set flow tool to even things out the set flow tool excels on these kind of situations alright so here we've taken we've cloned out the base mesh first thing we can do is we can apply a little bit of a push modifier since the cloth is since this cloth this object will not be skin tight we'll go ahead and apply push and push it away from the body you can use a push value of one centimeter for example it depends on the scale of your character so we can go with one or two just to kind of push it away from there we can later go go on and scoop the little bit closer but I'll just go ahead and go with 1.5 all right so first thing we need to do is model in the collar so this is just a reference image you have with a with some transparency to it let me go ahead and actually make the push value one okay so in order to now once once I have applied a push modifier I'll need to go ahead and make sure that the vertices and edges here in the center are in the middle zero because push will push them away from the middle okay so now you need to go ahead and model in the color the first thing I will do actually is decrease the density because all of these edges make it much more difficult for us to work so what I can do is select an edge here use the ring ring function to select every other loop every other edge loop it and remove and we can do the same for this as well all right so we've got some instances of bad topology here we have an end gun right here for example we can go ahead and fix that later the important thing that for now for now we want to go ahead and reduce the complexity all right it's a little bit better and now what I also want to do is make it straight here so what I can do here is there's variety of ways to do this I can use a slice plane the slice plane tool go up the splice plane change to the left view port to the right view port turn off the grid and just rotate it slightly here and slice about there now I will go ahead and delete all the polygons above and the reason I did this is just to straighten things out here so now it's a clean cut and you can also fix up this topology as well and maybe use something like this Swift loop tool just straighten it out so you can see how the Swift loop tool really does a good job here this is before and this is after before and after I can also use swift loop here for example alright so this is before and this is after you can see we really reduce the amount of geometry here and decrease the complexity which will make it much easier for us to model in the collar for this shirt alright let's go ahead and remove the isolate mode and let's see exactly how this collar is going here it's going a little bit here all right so one thing I can do is kind of extrude upwards and rotate around here and then I can go ahead and apply swift loop here we can go ahead and fix the proportions in ZBrush as we're sculpting but for now we want to we want to model in this collar here and I'll actually go ahead and take this and kind of move it to the to the right a little bit like so another thing I can do is I can go into freeform and use the shift tool and let's see in order to increase the size of the brush we go ahead and use control so if you if you click if you hold ctrl and click move up and down you can see we're increasing the fall-off the size of the brush so I can then go ahead and use this they kind of move the color in closer this is kind of like using the move tool in ZBrush or Mudbox except here we're doing in 3ds max because 3ds max does have some basic sculpting capabilities or free form so you don't know you don't always have to use them the you don't always have to use the move tool you can just work with the freeform tools and you can you can create the proportions of your geometry using this so it's a great way to do some sculpting before you enter before you get into ZBrush or Mudbox it's almost it's just like using the move tool on those programs all right and there we go now in order to create the collar what I'll do is first of all it collapse this and to give myself an easier time if I go ahead for example and select these edges and extrude you can see I get this effect happening here so what I will do instead is put put it at a poly modifier on top of symmetry and now when I scale extrude we get this nice even result okay so the color is not quite coming up here it's actually the the shirt is going up to the left to the right little bit and then the color is coming down so it helps to have some high resolution images so you can have a much easier time modeling so I'll go ahead and extrude it hold shift in my scale tool hold shift and if I hold shift and X Trude scale it will clone out the edges then I will go ahead and simply move it down we ask you a little bit more something like that and it looks like this part of the collar is a little bit lower or maybe because of the maybe because of the perspective but I'm going to go ahead and move this down a little bit alright we can then go ahead and apply a show modifier to get a little bit of thickness and make sure that straight corners is own just had to get an appropriate amount of thickness here all right I will go ahead and apply now before I apply shell I'm going to go ahead and apply symmetry because remove the collar down the right side I need to go ahead and apply the same effect on the left side okay and you can also see that the left side is coming is on top of this side so this side of the shirt is on top of this one so this is the part where symmetry is no longer used and what I can do is apply at a poly on top of symmetry select these edges in the middle here now do you select these actually first of all what I do is move these edges a little bit to the right and then I will go ahead and move these to the left and on top there we go and you can also use the Swift loop tool to further fix some areas increase a little bit insert a little bit of extra geometry to these areas because we want things that we want to keep things as quads all right so we're getting very close here I'm just looking at what else we can add we can go ahead and insert a loop here for example and then we can go ahead and do this and so this is one that when we subdivide we get a rounded effect here like so without that so with this topology we get this rounded effect with this topology we get a sharp effect here so it depends on what kind of clothing you're trying to sculpt if you want the sharpness here or whether you want a little bit of a curve here and then maybe insert remember that when you're using a Swift loop tool if you hold down if you hold down shift I mean when you're using a swift loop if you hold down shift you will apply swift loop and automatically set flow as well so I'm just inserting a little bit of extra geometry here all right like that and you can let me go ahead and maybe even some things out here if you like these are things you can do on your sculpting as well or if you prefer you can do it in your polygonal modeling program as well just straighten them some things out here like so and Here I am using set flow this would be for set flow and this is after you can see how they kind of just kind of tries to match the curvature a very helpful tool in trying to model clothing like this alright we are almost done let me go ahead and insert a few these buttons here I won't go too deep in the buttons I'll just go ahead and use a simple cylinder with 16 sides and I would just go ahead and give it some basic Edge's here so normally I would spend a little bit more time with the button here but the point of this video was not the buttons it is the shirt and I will go ahead and use first of all I'll go ahead and test out the size of the button so I'll go ahead and use my Claver tech tool put a button here for example now look at the reference image and it looks like the button needs to be a little bit smaller give a little bit larger alright about that size I'll leave it like this for now and what I would do is make a few copies here and I will use the clever text script to position them around my model looks like about six or seven need to be here now before I do that I'd like to go ahead and maybe fix up the topology here and what I would do is insert a loop through here and what I would do is actually I might just leave it like this for now or what I can also do is weld these vertices and that way once I subdivide I'll get a little bit of a rounded factor in fact let's go ahead and do that and now when I subdivide it will be a little bit rounded here so then that may or may not be what you want all right and I'll go ahead and clone clone these buttons I'm not too concerned about their position right now I just want to go ahead and make sure there are some buttons on this all right like that all right so next I will go ahead and create this belt that's around here it looks like it's maybe part of a holster or something and I won't go too in depth I'll just go ahead and create a basic mesh here I can go ahead and spend some time later on the belt but for now what I would do is I'll just go ahead and create a plain I'm going to move it up a little bit and what I will do here is I will use the freeform tools I will go ahead and click on this little arrow on the right here and change it to from on grid to on surface pick and select the surface right here which is our shirt and you can see that this word here changes to the name of the object so shirt correspond to the shirt change the offset to something like 0.1 use the step build tool and I'll just go ahead and approximate the position here just go ahead and click click click click hold shift and click alright like that I can go ahead and delete the bottom now and I can now go ahead and use the extend tool and simply hold shift and click and drag and it will go ahead and do this very useful for creating belts of course you can have more topology on areas that need it see right here I can maybe have shorter polygons because this area needs the more all right you can also use the set flow tool to straighten them out here or to have them match the curvature little bit better here and afterwards you can also use the push modifier to push it out or in so if you don't want this intersection happening genius push to push it out but it's not going to bother us because we can just sculpt those areas away we can fix them with sculpting all right now before I before I do the rest let me go ahead and model in some pockets as well and previously I told you about some areas that needed some work so what I can do now is go ahead and insert these inches and fix up my topology so I have all quads here makes for easier sculpting and you can see that these polygons here are a little bit stretched out and these here are a little bit too close together so set flow can fix those basic problems make it I can go and go ahead and insert a few more here for example do the same for this side and you set flow all right and I'd like to get the color a little bit more geometry as well so you can just go ahead and insert two loops through here because we want to make sure our topology is as even as possible to make for a smooth comfortable sculpting all right now let me go ahead and model in some pockets I can also use the freeform tool for that so what I'll do here is use the step build function and approximate where the bottom of the shirt should be so let's say about right here go ahead and click and I want them to be separate geometry so I'll go ahead and detach it now I can go ahead and select this and continue creating the pocket you all right so now that will create these pockets here I can go ahead and apply a show modifier make it the appropriate thickness here let's try 0.4 ply turbosmooth I can go ahead and insert some control loops here here for example in here all right about like that I can do the same for this object here but before that go ahead and apply FFD modifier and move the top flap of these pockets above the bottom so I probably don't have to use FF d here I can just go ahead and select the bottom and kind of move it here but just to make sure that it's on top of it insert some control loops here like so alright just kind of matching the design here all right now I can go ahead and delete turbosmooth for now select both of these objects here we go ahead and apply the same material to these then I can go ahead and use symmetry to get it on the other side as well all right there we go so now we have two pockets here as well and I can also go ahead and finish up this area here so now that this belt should be a little bit a little bit above here what I can do is kind of move it out here and make the offset higher make the office' like point 25 all right and when I use step build now let me let's go ahead and make it point 6 so when I use step build now it should now be positioned the vertices above the pocket like so all right so I've got one belt going here and I'll also go ahead and have the strap going to the bottom right right here and I'll have the rest going over there all right it's kind of going down a little bit here so what I would do is just go ahead use extend and extend it all right here I'll just go ahead and use bridge you set flow here to just kind of have the belts going toward each other nice use swift loop a few times here holding shift alright and here is our belts let me go ahead and apply a push modifier just going to push it outwards using the normals turbosmooth I might want to go ahead and maybe move this area down a little bit have it drape a little bit more and now you set flow to even things out go ahead and use the shift all right so there we go closer to this all right so one thing I one more thing I can do here is apply a little bit of a shell modifier I can apply it below or above the turbosmooth and also apply it above turbosmooth so now our shirt our base mesh is all done let's go ahead and isolate it all right I can increase the shell here all right so here is our base mesh I can you know change the thickness of this belt because it seems to be a little bit lopsided seems to look a lot thicker here then here so I'm going to go ahead and fix those things and then I'll go ahead and see you in ZBrush we will go ahead and sculpt the shirt thank you for watching and take care
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Channel: Arrimus 3D
Views: 90,894
Rating: undefined out of 5
Keywords: fashion, shirt, Autodesk 3ds Max (Award-Winning Work), tutorial, walkthrough, arrimus, model, modeling, 3d, 3ds, max, cg, cgi, 3D Modeling (Film Job), Computer Animation (Industry), 3D Computer Graphics Software (Software Genre), sculpt, base, mesh, polygon, edit, poly, vertex, edge, collar, strap, belt, holster, button, zbrush, freeform, free, online, education, learn, class, lesson, brush
Id: F5NvwZEYxkA
Channel Id: undefined
Length: 30min 38sec (1838 seconds)
Published: Tue Jan 06 2015
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