I am putting it here just in case somebody pulling their hairs out (Increase the scale of your character upto 5x, if you are modelling with real world scale)
As someone who uses Blender and Marvelous designer I can definitely say MD is my go to for cloth, but Blender is making big improvements all the time to it's cloth stuff and I am very thankful for the hard working development team. I think Blenders cloth will just keep getting better and better.
In regards to creating the vertex groups for the cloth simulation, this is not necessary. I misunderstood some of the documentation I was reading. However, it is still good to have that vertex group as you might want to pin them in some instances.
I attempted to give my model clothing back in 2017-ish... So i pretty much know where this is going. I used 3Ds Max and to connect the front and back cloth... i had to connect the seam manually to the back at 7:19 Then you showed that blender only need an edge as a 'seam' or 'string' to connect them at simulation... And next, i managed to get the clothing and starts the simulation, i was pissed that the clothing clips through the body all the way even though i got high poly model (lacking experience to fix it back then) And here i am now, completely astounded that at 9:13 , blender has that covered, no more clothes clipping through the body by giving an invisible skin that the clothing can't get through to prevent the body clipping through... oh... and that solidify thickening method is also terrific, the thickness allows the cloth to actually 'touch' the body while it's thick enough to prevent the body from clipping through... Thanks, i will keep this video as i am currently creating a character model...
this is crazy. how come maya and max haven't had a proper feature update in decades while a bunch of rag tag devs making a FREE software are basically turning their one program into a one stop feature complete beast that combines Zbrush, Max, Maya, now Marvelous Designer, etc, etc. autodesk should be embarrassed. it's stunning how incompetent they are.
Blender is kind of a Jack of All trades, master of none. Its sculpting isn't even close to Zbrush and its animation suite pales before Maya. But for a free software it's nothing short of amazing.
Theres no reason for maya and max to innovate. They already makes tons of money and are embedded deeply in industry pipelines like photoshop is. Thats what happens in a monopoly. You get lazy and just collect money. These kind of companies will spend their money in colleges forcing them to use Maya instead of spending it on developers. Or buying out and shutting down the competition. I bet once Procreate becomes the top dog of digital painting they will get lazy and stop caring and start charging for a subscription fee. If you read the comments here it sounds like it barely works so far. Thats what a lot of things in Blender are like, they are similiar to other software but it barely works. Sculpting in Blender is not like sculpting in Zbrush, it definitely does work but it is not Zbrush. The motion paths in Blender barely work unless that has changed and they cannot be controlled like in Maya. Its nice that developers start projects but usually what happens is a project is started to emulate something, and then it gets abandoned and it never is that usable, but people say wow Blender has all the features _______ has! The grease pencil feature has definitely improved a TON since the beginning though and that feels like a permanent project. It took Blender ten years to finally update their UI after stubbornly refusing and just assuming everyone was going to learn keyboard shortcuts like ctrl alt shift U.
Diddlypoop the animation mostly comes down to preference and skill with software to be fair, I’ve enrolled in 2 animation schools, 1 online and 1 irl and the skills learned there in Maya was easily used in Blender after I did some research, but yeah, Maya is definitely nicer to animate in. And I’d say Blender’s got modelling down perfectly, great tools for modelling and UVs. And I kind of have to say that Blender is the best non Zbrush sculptor out there, maybe after or barely before Sculptris.
Dungo Frungus Blender never really had a reason to update their UI at first, but before 2.8 was going to be announced, some studios were talking about switching to Blender and this made the Blender foundation decide to make a new UI, I still think the old one was pretty good, not much that worse than Maya or C4D and definitely not as bad as people said.
im having an issue, every time i run the sim, for the first 2 frame, seems fine, then the next few causes it to A. crumple, B. it just slides up the body and just takes itself off or C. forms a wad (yes i have collisions on the body, yes im copying this setup fully and yes the body is good for it) i have no clue why its not working
I guess I probably find a bug in this great tutorial. The sew feature takes the edges which is not belonging to any edges, but has nothing to do with vertex group. The vertex group seems to only work for pin feature. I checked this detail in your later tutorial which you made pants with similar feature.
As someone who is learning Blender but also loves fashion and sewing my own clothes, I really appreciate this video. You've opened a whole new world for me.
I've got a more advanced one in progress, but not a long sleeve. I will however be covering a lot more sewing stuff over the next two weeks, so definitely keep an eye out.
Damnit! There will be not 2.84. And I was looking forward to that ending world hunger feature so much. :( (Seriously: Blender will jump directly to 2.9 and after that will abandon the minor Point increments alltogether and aim for a full release numbering every two years).
What the hell! Blender has the sewing feature FROM marvelous designer 🤯🤯 honestly mind blown because if always wanted Marvelous designer for so long for that feature and blender has it!!
I had an issue with the stitching having a gap and not stitching up properly. I figured out the problem was that 'self collision' in the 'cloth collison' settings was set to 'on' by default. Turning it off fixed the issue. Hope this helps anyone else having the issue.
I find it interesting how in all these Blender tutorials and videos online, people have such problems with the word "vertex" (you're absolutely not alone on this, loads of videos I've seen do this too). Basically, it's Latin, so the plural of "vertex" is "vertices" and the singular of "vertices" is "vertex". Or, to be honest, there's really nothing wrong with just using the English plural and saying "vertexes", if you really want. (But if you say that out loud, you can see why people generally avoid it, as the "-ex-es" bit at the end is a bit "s / z" heavy to pronounce. It's not wrong, though, but could be a bit tongue-twister-y when said quickly, for all those "ess-es" happening there. Which the word "vertices" doesn't have.) Despite what some snobby people might say, it's always valid to use an English plural on an English word. Whilst "vertex" is originally Latin, it's also now a fully-fledged English word too and, therefore, "vertexes" is NOT incorrect. So, you know, if you say "stadiums" and someone tries to correct you to "stadia" - again, originally a Latin word and that would be the Latin plural - then ignore them and keep saying "stadiums". "Stadium" is now also a 100% fully-fledged English word, and an English plural is always valid on an English word. So "stadiums" is perfectly valid and correct, even if it's not fancy. It's not technically wrong by English grammar and ignore anyone who suggests it is, is simply trying to show off that they know Latin plurals to impress you. Ignore them, just say "stadiums", "vertexes" or whatever. It is fine and technically correct. Anyway, a single one of them is "a vertex". And the plural can either be "vertices" (Latin plural) or "vertexes" (English plural). (By the way, the often related word "index" works the same way. One index, many indices. Though no-one sensible will look at you funny for saying "indexes", as the English plural is a valid alternative.) So, yeah, the thing itself - the singular item - is a vertex. But I see people get confused, as the plural is "vertices" and then they try to say "vertic-ee" or something. Nope, just "vertex". It's less complicated than it sounds, it's just that Latin has different plural rules to English, is all. "-ex" goes to "-ices", rather than, in English, where you just stick an "-s" (or "-es" after a vowel, unless it's a foreign word) to make it plural.
Why does mine not work? I followed this to the letter and my mesh just shrivels up and never connects. Also, it runs very slow, even though I have a top of the line computer and the body mesh that I used is quite basic and I am doing it in solid texture mode so no materials are slowing it down.
Do cover how to "freeze" the simulation into a final object? "Freeze" is a term I used originally in context to Sub-D surfaces, meaning to take the calculated model a dynamic editable state to a fixed or finalized state. The term "Freeze" was chosen as to likened the term to water being frozen to a shape. In hindsight it was also a term not likely to even be attached to a tool or modifier in the foreseeable future, as well. The only problem with freezing these cloth sim'd clothes is that I would seem you would lose the puffiness between the pieces even if you do not freeze the Solidsify modifier into the final model. The calculations would simplify the pieces into a single mesh to be thickened after the fact.
Most people say, "apply", like you would apply a modifier. Which is actually how you apply the simulation to the mesh into a static object, when you add a cloth sim to an object, it will appear in the modifier stack as "Cloth", so if you just select it and apply it it will be editable like normal but you lose out on the simulation. It's also not really true, the topology and shape of the mesh will not change in any way after you apply the modifier, what you see is what you get, so long as you apply your modifiers from top to bottom.
First time I've ever seen anyone break down this well. Now I can make my clothes the way I want. I like how you did that. I've been having issues with trying to model and make clothes. It's like the sim didn't want to work.
Great tutorial!,but when I try to sewing the clothes together,it just scatters everywhere with terrible fps and never sews together. I might need help anyway.
I wish I could like this twice, I've been struggling to make clothes for... years, actually, and you just taught me how to do it in... 12 minutes. Thank you!!
@@HaloiniDB Might be too late but check if you've enabled self collision, check the weight and make sure it's not too heavy, check the dimensions of the object so it's not too large (I'm just guessing at this point, but anything that might help ig)
at 6:13 you made a selection with the C selection tool, but you started on the left hand side of the mirror modifier which doesn't block selection. So at that moment you also accidentally selected the inside of some faces on the back, which is why when you deleted the top section it took that 7:50 chunk with it.
i did everything the same way he did still i get 1 fps and it looks really scuffed and isnt even really attaching to it self, has someone the same issue or does someone know what might be wrong ?
I saved this, because there are some really interesting techniques. Caveat, I'm pretty novice, but I ran into lots of problems with sewing in my projecting using these settings. There was a ton of jitter, or the clothes would just fall off the character. Some things I had to do, based on research. Before creating the planes, scale the character 5x the normal size first. This will help reduce jitter. You can scale it back before exporting the object. When adding the mirror modifier, check the clipping option. And I set the auto-merge vertices at the same position option at the top right of the workspace. For me leaving the max sewing force at 0 worked better in the cloth settings. Also, leave plenty of room for the cloth to be able to wrap around the figure. You may have to scale or extrude later by selecting the edges connecting the planes. Definitely save the project each stage along the way, so you can easily jump back to a particular point if it doesn't turn out the way you expect. Lastly, I read that it's worth going to 2.9 vs 2.8 or earlier if you're doing sewing.
This is awesome. Sometimes Marvelous could be better and Easier, but doing everything in the same software makes the workflow cleaner and faster for solo designers. Thanks for the tutorial.
That's a cool technique and a nice clear demonstration of it! I make models for 3D printing, so my knowledge of animation is about 0, but how would you do this for a posed character? Would you pose the character first and then go through this workflow, or is there some Blender magic around rigging/posing that would allow it to work out of a neutral pose?
For people facing shrinking and.dangling cloth problem. Try : select the model>under physics collision tab>softbody and clothes> decrease "inner" for tighter sewing, increase thickness outer for softer cloth, increase friction to stop falling the cloth. It may help
none of these helped :( my shirt is turning into a sponge and the straps are falling through the arms. im in t-post so its not like theyre going around or anything
if your computer needs way too long to bake the simulation, just scale everything up to like between 30-40m... it will speed your cloth sim baking tims up by a lot, like really....and on top will have much better collisions. After the bake just scale everything bake to normal.
@@nehemiahmitchell3096 try scene properties / steps per second, increase value - it works for solid body maybe here as well, if it simulates too fast it might not detect a collision with another object..
For those having issues with Daz Studio's models where the clothes just crumple inside the model in blender. What helped me was to scale the model up by a lot after importing it into Blender.
This right here is the solution, Blender doesn't do well with small geometry. If you want the cloths smaller just apply the cloth as a mesh and shrink it down together
For anyone having issues with the sim, you need to check your scene scale. Blender is normally set to 1.00000(e) in meters, my character (scaled to Mixamo animation skeletons) was super small so my cloth and sim were going all over the place. I set my scene to .1, then selected my character and cloth and scaled up by 10x and applied all transforms. That fixed my simulation. Meshes, scenes, software and simulations are not always 1:1 across systems and users. Hope this helps.
I also followed this tutorial step by step, all I got at the end was a real heavy duty cloth simulation that was going nuts, my PC couldn't handle it! I thought something must have gone wrong! and may be its the point that you just tell! I gotta check again !
Total noob here. I had to look up instructions how to move the camera. I got the plane in front and cut it in half, I assume it's mirrored but I do not know how to select a vertices or anything really. I like this tutorial but you go so fast and I know 0 shortcuts. I have a base model that I got for free and I want to make a shirt for it. Also I am on blender 2.93 does that matter?
Any way to keep subdiv modifier AND sews? Looks like subdiv modifier doesn't connect the sub-quads with sews. I mean subdiv that happens BEFORE cloth for some more realistic scenes.
1-First you need to apply the cloth modifier, 2-than select the vertex group that you have made, 3- than merge them by pressing "m" and choose "merge by distance" / or delete them ( the process of deleting is a littlebit hard to explain, I might upload a video in my RUclips channel on how to do it).
did you make sure the cloth is set to self collide? also make sure if you scale or modify anything related to simulation that you finalize the operation with apply
Marvelous Designer's physics model is much more hassle free, in blender cloth tends to explode or go through to model a lot especially in low quality settings while MD follows cloth along lines to stretch the clothing realistically while also using less resources for example. MD also has a ton of features like buttons, zippers, stress and iron. If you can actually afford it MD is still a better option than blender cloth.
I am putting it here just in case somebody pulling their hairs out (Increase the scale of your character upto 5x, if you are modelling with real world scale)
Legend
everyone upvote this lmao
bro you've got the biggest brain 10/10 tysm
you just saved me, after many days of research xD thanks
Brooo, thank youuuuuuuu
I’m still amazed that blender is free
All thanks to those who paid-it-forward with their blood, sweat and tears :)
to be fair, it makes up for the fact it is free by how confusing it can be sometimes. if not for this video, i would never even know this existed.
Jeez, Blender has it's own integrated version of Marvelous Designer too now?!?
Its been there since a long time but people just don't use it that much
As someone who uses Blender and Marvelous designer I can definitely say MD is my go to for cloth, but Blender is making big improvements all the time to it's cloth stuff and I am very thankful for the hard working development team. I think Blenders cloth will just keep getting better and better.
Blender 2.7 had sewing :D
@@galaxyangelzz it's been around for a while but not many folks know about it.
Haha I said that as well.
In regards to creating the vertex groups for the cloth simulation, this is not necessary. I misunderstood some of the documentation I was reading. However, it is still good to have that vertex group as you might want to pin them in some instances.
imagine tracing over dress patterns into blender and sewing them up like this omg
There was never a good tutorial for this.. thanks for this amazing one!
been looking all day for a tutorial to help me make clothes for my sims, thanks!
Wow!!! This tutorial is outstanding!!! Thank you sooo much for showing us how to do this in Blender. 😊👏🏾👏🏾👏🏾🙌🏾🙌🏾🙌🏾
incredible, totaly didn't work for me
I attempted to give my model clothing back in 2017-ish...
So i pretty much know where this is going.
I used 3Ds Max and to connect the front and back cloth... i had to connect the seam manually to the back at 7:19
Then you showed that blender only need an edge as a 'seam' or 'string' to connect them at simulation...
And next, i managed to get the clothing and starts the simulation, i was pissed that the clothing clips through the body all the way even though i got high poly model (lacking experience to fix it back then)
And here i am now, completely astounded that at 9:13 , blender has that covered, no more clothes clipping through the body by giving an invisible skin that the clothing can't get through to prevent the body clipping through...
oh... and that solidify thickening method is also terrific, the thickness allows the cloth to actually 'touch' the body while it's thick enough to prevent the body from clipping through...
Thanks, i will keep this video as i am currently creating a character model...
this is crazy. how come maya and max haven't had a proper feature update in decades while a bunch of rag tag devs making a FREE software are basically turning their one program into a one stop feature complete beast that combines Zbrush, Max, Maya, now Marvelous Designer, etc, etc. autodesk should be embarrassed. it's stunning how incompetent they are.
Blender is kind of a Jack of All trades, master of none. Its sculpting isn't even close to Zbrush and its animation suite pales before Maya. But for a free software it's nothing short of amazing.
Theres no reason for maya and max to innovate. They already makes tons of money and are embedded deeply in industry pipelines like photoshop is. Thats what happens in a monopoly. You get lazy and just collect money. These kind of companies will spend their money in colleges forcing them to use Maya instead of spending it on developers. Or buying out and shutting down the competition. I bet once Procreate becomes the top dog of digital painting they will get lazy and stop caring and start charging for a subscription fee.
If you read the comments here it sounds like it barely works so far. Thats what a lot of things in Blender are like, they are similiar to other software but it barely works. Sculpting in Blender is not like sculpting in Zbrush, it definitely does work but it is not Zbrush. The motion paths in Blender barely work unless that has changed and they cannot be controlled like in Maya.
Its nice that developers start projects but usually what happens is a project is started to emulate something, and then it gets abandoned and it never is that usable, but people say wow Blender has all the features _______ has! The grease pencil feature has definitely improved a TON since the beginning though and that feels like a permanent project. It took Blender ten years to finally update their UI after stubbornly refusing and just assuming everyone was going to learn keyboard shortcuts like ctrl alt shift U.
Diddlypoop the animation mostly comes down to preference and skill with software to be fair, I’ve enrolled in 2 animation schools, 1 online and 1 irl and the skills learned there in Maya was easily used in Blender after I did some research, but yeah, Maya is definitely nicer to animate in. And I’d say Blender’s got modelling down perfectly, great tools for modelling and UVs. And I kind of have to say that Blender is the best non Zbrush sculptor out there, maybe after or barely before Sculptris.
Dungo Frungus Blender never really had a reason to update their UI at first, but before 2.8 was going to be announced, some studios were talking about switching to Blender and this made the Blender foundation decide to make a new UI, I still think the old one was pretty good, not much that worse than Maya or C4D and definitely not as bad as people said.
@@IyeViking Eh, the old UI was ugly and unbearable imo.
Marvelous designer hack in blender
Omg. Gonna be legit when using flat textures as reference. No more modeling it to fit the character.
blender is taking over the 3d industry, its getting better and better and its FREE!!!
im having an issue, every time i run the sim, for the first 2 frame, seems fine, then the next few causes it to A. crumple, B. it just slides up the body and just takes itself off or C. forms a wad (yes i have collisions on the body, yes im copying this setup fully and yes the body is good for it) i have no clue why its not working
Im having the same issue
"That was weird I don't know how I deleted them" Yurp Blender lmao
Before sim: Cardboard cosplay
After sim: Tailored fit
How do you get yours tailored?? When I click play nothing happens
Great tutorial, great explanation! Thank you!
Vertex! The singular of vertices is VERTEX!
What is this scorcery?!? Marvelous Designer has a rival now!
I guess I probably find a bug in this great tutorial. The sew feature takes the edges which is not belonging to any edges, but has nothing to do with vertex group. The vertex group seems to only work for pin feature. I checked this detail in your later tutorial which you made pants with similar feature.
As someone who is learning Blender but also loves fashion and sewing my own clothes, I really appreciate this video. You've opened a whole new world for me.
Could you do a more advanced tutorial on long sleeve shirts?
I've got a more advanced one in progress, but not a long sleeve. I will however be covering a lot more sewing stuff over the next two weeks, so definitely keep an eye out.
Sleeves are a pretty advanced topic in real sewing, so making them in blender may be a lot more difficult.
With all the stuff in 2.83 Beta, I think Blender 2.84 is going to somehow solve world hunger.
Damnit! There will be not 2.84. And I was looking forward to that ending world hunger feature so much. :(
(Seriously: Blender will jump directly to 2.9 and after that will abandon the minor Point increments alltogether and aim for a full release numbering every two years).
What the hell! Blender has the sewing feature FROM marvelous designer 🤯🤯 honestly mind blown because if always wanted Marvelous designer for so long for that feature and blender has it!!
It had for a long long time :D
What quantum super-computer does this guy own in order to do a 7 quality step simulation without baking.
wait, blender is marvelous designer now? Geez, what doesn't this program do?
I had an issue with the stitching having a gap and not stitching up properly. I figured out the problem was that 'self collision' in the 'cloth collison' settings was set to 'on' by default. Turning it off fixed the issue. Hope this helps anyone else having the issue.
what a fuckin legend
This is a great tutorial!! I was always wondering how you put clothes on people in Blender!
for some reason it doesent work for me on 2.93
Didn't work for me. Turned into a porcupine shape and flew off the model
Same
I find it interesting how in all these Blender tutorials and videos online, people have such problems with the word "vertex" (you're absolutely not alone on this, loads of videos I've seen do this too).
Basically, it's Latin, so the plural of "vertex" is "vertices" and the singular of "vertices" is "vertex".
Or, to be honest, there's really nothing wrong with just using the English plural and saying "vertexes", if you really want.
(But if you say that out loud, you can see why people generally avoid it, as the "-ex-es" bit at the end is a bit "s / z" heavy to pronounce. It's not wrong, though, but could be a bit tongue-twister-y when said quickly, for all those "ess-es" happening there. Which the word "vertices" doesn't have.)
Despite what some snobby people might say, it's always valid to use an English plural on an English word. Whilst "vertex" is originally Latin, it's also now a fully-fledged English word too and, therefore, "vertexes" is NOT incorrect.
So, you know, if you say "stadiums" and someone tries to correct you to "stadia" - again, originally a Latin word and that would be the Latin plural - then ignore them and keep saying "stadiums". "Stadium" is now also a 100% fully-fledged English word, and an English plural is always valid on an English word. So "stadiums" is perfectly valid and correct, even if it's not fancy. It's not technically wrong by English grammar and ignore anyone who suggests it is, is simply trying to show off that they know Latin plurals to impress you. Ignore them, just say "stadiums", "vertexes" or whatever. It is fine and technically correct.
Anyway, a single one of them is "a vertex". And the plural can either be "vertices" (Latin plural) or "vertexes" (English plural).
(By the way, the often related word "index" works the same way. One index, many indices. Though no-one sensible will look at you funny for saying "indexes", as the English plural is a valid alternative.)
So, yeah, the thing itself - the singular item - is a vertex. But I see people get confused, as the plural is "vertices" and then they try to say "vertic-ee" or something. Nope, just "vertex". It's less complicated than it sounds, it's just that Latin has different plural rules to English, is all. "-ex" goes to "-ices", rather than, in English, where you just stick an "-s" (or "-es" after a vowel, unless it's a foreign word) to make it plural.
I've been wondering for ages if it's possible to make clothing for 3D characters in Blender. Thanks so much for putting this together!
I'm currently working on a more advanced tutorial for this that includes how to add pants and animation.
Why does mine not work? I followed this to the letter and my mesh just shrivels up and never connects. Also, it runs very slow, even though I have a top of the line computer and the body mesh that I used is quite basic and I am doing it in solid texture mode so no materials are slowing it down.
THAT WAS MY PROBLEM TOO
same :(
Yeah that was my problem too!! The creator of videos like these never replies with a solution :/
2:00 The singular form of "Vertices" is "Vertex" lol
game developers in comment section????
Okay mine is working to a point but the seams aren't sewing together tightly and it's not smoothing out like yours did.
Glad this video has been helpful to so many. Here is an absolute beginners course for making a character: skl.sh/306yzxa
Marvelous Designer in Blender :):)
7:59 Possibly when you used ALT-SHIFT-CLICK to select edge loops, instead of ALT-CLICK. Remember that SHIFT extends the selection.
This is a ground breaking technique for us cloth ignorant to create a lot of great stuff
Wait, you can do this in blender? Hmm... very interesting
Do cover how to "freeze" the simulation into a final object?
"Freeze" is a term I used originally in context to Sub-D surfaces, meaning to take the calculated model a dynamic editable state to a fixed or finalized state. The term "Freeze" was chosen as to likened the term to water being frozen to a shape. In hindsight it was also a term not likely to even be attached to a tool or modifier in the foreseeable future, as well.
The only problem with freezing these cloth sim'd clothes is that I would seem you would lose the puffiness between the pieces even if you do not freeze the Solidsify modifier into the final model. The calculations would simplify the pieces into a single mesh to be thickened after the fact.
Most people say, "apply", like you would apply a modifier.
Which is actually how you apply the simulation to the mesh into a static object, when you add a cloth sim to an object, it will appear in the modifier stack as "Cloth", so if you just select it and apply it it will be editable like normal but you lose out on the simulation.
It's also not really true, the topology and shape of the mesh will not change in any way after you apply the modifier, what you see is what you get, so long as you apply your modifiers from top to bottom.
10:45
Your tutorials have the best pacing I've ever seen. Everything you do you explain and say the hotkeys.
mine turned out nothing like this lol
First time I've ever seen anyone break down this well. Now I can make my clothes the way I want. I like how you did that. I've been having issues with trying to model and make clothes. It's like the sim didn't want to work.
This will be a game changer once it gets improved over the updates of Blender!
I clicked play for my cloth but nothing happened, it didn’t attach to the avatar
Bruh im force feeding my brain information like this an im burning out so fast
This is like the Garment Maker modifier in 3ds max I stopped using 12 years ago lol.
It does seem to be simpler to use though.
Great tutorial!,but when I try to sewing the clothes together,it just scatters everywhere with terrible fps and never sews together. I might need help anyway.
I wish I could like this twice, I've been struggling to make clothes for... years, actually, and you just taught me how to do it in... 12 minutes. Thank you!!
there might be a patreon somewhere you can give your thanks to
Wish this worked. mine gets screwed at the simulation part as the cloth crumples and deforms into a mess
Same, have u found a solution for it?
@@HaloiniDB Might be too late but check if you've enabled self collision, check the weight and make sure it's not too heavy, check the dimensions of the object so it's not too large (I'm just guessing at this point, but anything that might help ig)
@@dest460 make sure to scale your character, the sewing doesnt work well on things that are small, try scalling by like 5-10
had the same problem, i made the shirt alot bigger and applied scale and got a better result
at 6:13 you made a selection with the C selection tool, but you started on the left hand side of the mirror modifier which doesn't block selection. So at that moment you also accidentally selected the inside of some faces on the back, which is why when you deleted the top section it took that 7:50 chunk with it.
WTF? When did Marvelous Designer get folded into Blender?? Wow!
I think that from 2.7
imagine after doing this play more with it by using that new tool cloth brush...sounds good
I used the same method but mine crumbles up for some reason.. like there is no weight to pull it down.. anybody know why this happens?
i did everything the same way he did still i get 1 fps and it looks really scuffed and isnt even really attaching to it self, has someone the same issue or does someone know what might be wrong ?
under collusion uncheck single sided option
Bake the physics first would usually help
@@anlar1998 I did but same agin. çıldırcam hala yapamadım kendim 3 kere denedim
I increased the size and it's work
@@anlar1998 OH MY GOD THIS COMMENT SAVED MY LIFE THANK YOU SO MUCH!
I don't understand why it's not working for me ... It just make an ugly thing full compressed without sew
My model was a potato
always a good choice )
why did you create the vertex group though?
I saved this, because there are some really interesting techniques. Caveat, I'm pretty novice, but I ran into lots of problems with sewing in my projecting using these settings. There was a ton of jitter, or the clothes would just fall off the character. Some things I had to do, based on research. Before creating the planes, scale the character 5x the normal size first. This will help reduce jitter. You can scale it back before exporting the object. When adding the mirror modifier, check the clipping option. And I set the auto-merge vertices at the same position option at the top right of the workspace. For me leaving the max sewing force at 0 worked better in the cloth settings. Also, leave plenty of room for the cloth to be able to wrap around the figure. You may have to scale or extrude later by selecting the edges connecting the planes. Definitely save the project each stage along the way, so you can easily jump back to a particular point if it doesn't turn out the way you expect. Lastly, I read that it's worth going to 2.9 vs 2.8 or earlier if you're doing sewing.
Ok so I followed step by step in blender 2.83 and my shirt doesn't stick to the character like in your video.
Learn how to make pants also, and how to make this work with character animation:
ruclips.net/video/HPz5gk_AT6w/видео.html
Awesome video! Do you think you could cover dynamic hair movements in the future?
I'm blender user and this is my favorite tutorial on the youtube.
Looks like Blender is giving Marvelous Designer a run for it's money. Great tutorial thanks!.
This is awesome. Sometimes Marvelous could be better and Easier, but doing everything in the same software makes the workflow cleaner and faster for solo designers. Thanks for the tutorial.
Thanks for this 🔥 love from indonesia
why does mine not do anything after clicking play?
My cloth just hits the floor and becomes a pixelated mess...? Not sure what I'm doing wrong :s
also make sure you set your human to be a collision object. and make sure no parts of the cloth are penetrating the human before the sim
What next, we'll need to cut wood and treat it to make a table?
Hey, The best results come from real life techniques.
Exeros Productions You can make to a wooden model after a while and it’s all warped and split
Wow! You are a life saver! I can throw away Marvelouse designer finally :-)
Them: be there or be square
Me: 1:51
That's a cool technique and a nice clear demonstration of it! I make models for 3D printing, so my knowledge of animation is about 0, but how would you do this for a posed character? Would you pose the character first and then go through this workflow, or is there some Blender magic around rigging/posing that would allow it to work out of a neutral pose?
For people facing shrinking and.dangling cloth problem.
Try : select the model>under physics collision tab>softbody and clothes> decrease "inner" for tighter sewing, increase thickness outer for softer cloth, increase friction to stop falling the cloth.
It may help
none of these helped :( my shirt is turning into a sponge and the straps are falling through the arms. im in t-post so its not like theyre going around or anything
@@maryecho9215 try lower shrinking factor(both positive and negative) and lower sewing value . try to increase cloth quality
@@sayaksa9560 For a rare reason, if I scale up my model about x5 times before i put the cloth simulation, it works fine but i dont know why :/
if your computer needs way too long to bake the simulation, just scale everything up to like between 30-40m... it will speed your cloth sim baking tims up by a lot, like really....and on top will have much better collisions. After the bake just scale everything bake to normal.
I scaled the shirt bigger and it worked but the shirt looked like a crumpled trash bag.
I'm having the same problem. I've tried 2 other tutorials and some google searches and still no luck :(
@@darkflamesquirrel I even tried to increase the weight of the cloth. A little difference.
@@nehemiahmitchell3096 try scene properties / steps per second, increase value - it works for solid body maybe here as well, if it simulates too fast it might not detect a collision with another object..
For those having issues with Daz Studio's models where the clothes just crumple inside the model in blender. What helped me was to scale the model up by a lot after importing it into Blender.
bro you a litteral god tysm hope you have a good day
This right here is the solution, Blender doesn't do well with small geometry. If you want the cloths smaller just apply the cloth as a mesh and shrink it down together
legend. tysm
do I have to size it back down before I export it though?
@@arthoe8252 yes, or import another model and scale your clothes so it fits on it.
I wonder if I could use this to make custom content for Sims 4 instead of using MD then importing it to blender
For anyone having issues with the sim, you need to check your scene scale. Blender is normally set to 1.00000(e) in meters, my character (scaled to Mixamo animation skeletons) was super small so my cloth and sim were going all over the place. I set my scene to .1, then selected my character and cloth and scaled up by 10x and applied all transforms. That fixed my simulation. Meshes, scenes, software and simulations are not always 1:1 across systems and users. Hope this helps.
I also followed this tutorial step by step, all I got at the end was a real heavy duty cloth simulation that was going nuts, my PC couldn't handle it! I thought something must have gone wrong! and may be its the point that you just tell! I gotta check again !
@@128bitpower6 Also make sure you're meshes and rigs are zero'd out (Apply All Transforms) then recenter your origin point
thanks, that helped me
Thanks! This helped me :)
Didn't work for me, but I definitely learned alot from this!
I really should move to Blender already.
Now we can be fashion designers 😎🖖
why do my clothes become some crumpled insane mess when I use the play button?
facing the same issue mate
I turned off self collisions on the shirt and it worked for me.
@@codyswain6757 bro thank you so much this helped out alot
My cloth is going down
Turn off the Gravity in the field weights option of the Cloth Simulation
@@DelcoRanz93 I made it zero still it goes down
not work like that when I do it my shirt just falls off and is noisy mess.
same
😄😄😄😄😍🤪🤪🤪🤭🤭🤭
if youre still struggling after ten months just scale everything up, worked pretty well for me
Total noob here. I had to look up instructions how to move the camera. I got the plane in front and cut it in half, I assume it's mirrored but I do not know how to select a vertices or anything really. I like this tutorial but you go so fast and I know 0 shortcuts. I have a base model that I got for free and I want to make a shirt for it. Also I am on blender 2.93 does that matter?
This is a beginner Tutorial, you need to understand the basic stuff of blender to follow it a little bit
so what to do if you want to have the clothing as mesh ?
Apply the cloth modifier and it will be an mesh without physics
best clothing ever
my cloth shrivels up into the air for some reason. It attatches but it's morphing and levitating around the collision
I'm expieriencing the same issue
same issue
Awesome work, thanks. Your accent sounds like a fusion between Aussie & American.
Where cloth sims begin: 8:47
Any way to keep subdiv modifier AND sews? Looks like subdiv modifier doesn't connect the sub-quads with sews. I mean subdiv that happens BEFORE cloth for some more realistic scenes.
1-First you need to apply the cloth modifier,
2-than select the vertex group that you have made,
3- than merge them by pressing "m" and choose "merge by distance" / or delete them ( the process of deleting is a littlebit hard to explain, I might upload a video in my RUclips channel on how to do it).
Marvelous designer hired hitman for creator of this addon.
Krzysztof Kunicki it’s not an add on.
hmm its just fall and make ugly folds on femal body mesh, tried to set mass to 0 but sew dont joint each others
I have no words, this is just so freaking cool.
Thanks! Really great tutorial :)
Sewing irl: ❌
Sewing in blender: ✅
why we need the sew vertex group? Cant see where it is used.
You don't. I explained that I'm the comments section. Sorry about that.
@@PIXXO3D thanks!
For some reason my threads just go through the body and fly away and collision is on the body
did you make sure the cloth is set to self collide? also make sure if you scale or modify anything related to simulation that you finalize the operation with apply
anyone use Marvelous Designer that can speak to how this compares?
Marvelous Designer's physics model is much more hassle free, in blender cloth tends to explode or go through to model a lot especially in low quality settings while MD follows cloth along lines to stretch the clothing realistically while also using less resources for example.
MD also has a ton of features like buttons, zippers, stress and iron. If you can actually afford it MD is still a better option than blender cloth.
Well said, I totally agree. @@justmavi7999