As an indie developer both are fine, but I feel that making realistic designs is not enough to make much more unique designs, especially considering that the average development is realistic designs thanks to the AAA industry
@@waffleautomata6362 i myself personally dont duplicate the character's faces and instead i make a plane and shrinkwrap it to the character and extrude it until i got my cloth... yeah sure its way longer but i have fun doing it this way IMO so i prefer it like that, at the end of the day you still need transfer weights from the character to the cloths in order for the cloths to move with the character's armature so the result is the same... in general for video games in order to make clothings for characters you actually have to have the cloths modelled into the character cuz game engines dont have cloth simulation like in 3D modelling softwares, cloth simulation for videogames is literally just moving the verticies of the clothings so they still need to be modelled on the character
If you want to keep what inside the clothes and then control those with armature, then yes you you need to match verticles from each meshes. but if you want to make your character to be just clothed, then just delete the Covered parts by the clothes from your character body for optimization. if you want to have high performences then use cloth simulation.
I don’t think I’ve ever looked forward to any podcast more than this one Every single time even if I don’t know what the fuck is going on this podcast blesses my day and waters my crops
or just delete the polygons of the body under the clothings (unless you want to make different outfits for the same character... in which case backup the model before that)
In this case, I advise you to watch full video lessons on this topic. But even in this case, you will not get enough information to use this tool, since it is very, very complex and has a huge number of factors, each of which can spoil the result or make the task completely impossible. This is a separate topic that needs to be studied for a long time and thoroughly using many examples.
у нуба лудше выглядит, менее время затратно, пройтись кистью еще что изгибы ткани имулирует, карманы и ремень добавить на пример еще, если это джинсы, текстуру натянуть и норм
The noob did it in few steps. I actually did the second part 1000 times only to learn that first part exists and time saving and atleast 1000 times easier
I've already done the first one, but the problem is that if you do this for a girl's t-shirt, you can see the nipples through it. And if you want to hide them, that's a problem
I've never seen one of these videos where the "noob" way of doing it just looks easier, faster, more controllable, etc. I'm not sure what rate the two examples were sped up by respectively, but it at least looks like the noob method was faster in terms of real time. Sure, the sewing mechanics are sort of cool, I guess, I'm just not convinced I've ever really needed them. Especially if you like working with subdivided low-ish poly geometry, you probably already have good topology on the body, and you can re-use most of that for the clothes, with this sewing method, it looks like you'd have to do a bunch of extra retopology and such, I don't see the appeal.
First method is smarter if you already rigged the legs. You can pull pre weighted geometry and then adjust by painting softer areas of weight in after.
Call me crazy, but couldn't this technique be used to make a custom clothing brand, where people scan their legs, the program automatically fits a garment to them, and then another group manufactures it? I'm half seriously asking that, I hope you answer. 👍
Personalmente me parece que para playeras y pantalones la primera opción es mucho mejor, pero si hablamos de capas y bufandas, la segunda si te ahorraría mucho tiempo.
TBH i kinda make a plane mesh and shrinkwrap it to the character and just extrude around his body, instead of simple duplicating the body parts for said clothes... sure its slower but this is how i like to do it
Can you make a toutorial for rigging clothes down to a base or armature? Ive been doing a process that goes for days of just fitting it manually and i know theres gotta be an easier way. please help me. PLEASE HELP MEE.
The first option takes advantage of the base edge flow. At least for super basic things. Anything else the Pro choice is doing wathever directly using MD.
I think each approach had it's cons and pros so for my crappy computer the cloth simulation is too much for me also duplicating is just easier and u have more control on it
@@osasart All the times I've tried to experiment, most of the time it didn't work, it's possible when there aren't too many parameters or it's quite simple to work, for more complex things you should learn what some of the parameters are for
I actually always model it just from the mesh because my models are in time crunch and they don’t actually move that Much bc I ususally just use it for posing, and even for animation I don’t think it need too much movement. If anything it makes the rigging better because I can transfer weight and it has the same topology with body so it can deform pretty good. However the second method might be a good thing to try, I just don’t rely on it too much because I am not sure if Maya has the function
You could say the same for people who have only programmed in C/C++ and then starting in Python where a good amount of what you want to do are in easy to use modules!
Former's good for skintight like skinny jeans, leggings etc. (sculpting folds for normals after) but the latter is good for articles with volume like loose cut, cargos or Renaissance puffy trousers.
The first method is better if you want something quick.
Yeahh
Or more stylized.
Or if you are making a model for a game
@@MadF8 Oh really? Nice! Thanks for the tip!
The first one is easier to animate as well
the noob method is actually good for when you model a character for a videogame
Yeah depends on the game too some games have cloth physics
@@osasart yes but they wouldn't use this method.
As an indie developer both are fine, but I feel that making realistic designs is not enough to make much more unique designs, especially considering that the average development is realistic designs thanks to the AAA industry
id use the noob one for npcs
@@waffleautomata6362 i myself personally dont duplicate the character's faces and instead i make a plane and shrinkwrap it to the character and extrude it until i got my cloth... yeah sure its way longer but i have fun doing it this way IMO so i prefer it like that, at the end of the day you still need transfer weights from the character to the cloths in order for the cloths to move with the character's armature so the result is the same...
in general for video games in order to make clothings for characters you actually have to have the cloths modelled into the character cuz game engines dont have cloth simulation like in 3D modelling softwares, cloth simulation for videogames is literally just moving the verticies of the clothings so they still need to be modelled on the character
I'm glad we have people to give us free knowledge on the Internet 🙏
Awesome 😎
Both methods are good, depends on the use case
Yeahhh
Noob artist won here and he didn't even had to weight paint again
😂😅😂
Quickness vs naturality
😂 yeah
I definitely think duplicating topology is better you have much more control.
This method is for better sculpting
So topology doesnt matter
If you want to keep what inside the clothes and then control those with armature, then yes you you need to match verticles from each meshes. but if you want to make your character to be just clothed, then just delete the Covered parts by the clothes from your character body for optimization. if you want to have high performences then use cloth simulation.
At that point MD if you want that level of simulation.
😁😁
@@osasartbro if you're going to respond to comments at least have some personality or have something to say, what's with this "😁😁" shit
feels like the two methods are swapped lmao, the noob would be trying to do all these complex physics whereas the pro just extrudes the legs.
😂😅😂😂
I'm not sure that pro method is better in this case....
It does look a lot better though, more natural
But the reactions should probably be swapped in this case
it is more complex but the result is way better
@@sen8078not at all. Rather use Marvelous in way easier way
@@TheAbandoned_Explorers well I would assume you would sculpt it and add more details after the noob method first
The pro is getting paid by the hour just so you know
😂😂😂😂😂😂
I'm still In noob artist when comes to the fact learning clothing is the most challenging tool in my 3 years of experience
Yeah it’s tricky especially in blender
Good for the noob artist getting better
😂😂😂
Pro uses Marvelous Designer
lol 😂
Mr incredible got some incredible skills!
Bender < marvelous designer. For professional work
When it comes to clothes
If you're good at sculpting the noob method is viable and the topology matches the character.
Yeah true
I don’t think I’ve ever looked forward to any podcast more than this one
Every single time even if I don’t know what the fuck is going on this podcast blesses my day and waters my crops
Son : Dad I want marvelous designer
Him : no we already got that
The marvelous designer at home :
Pro tip: Skip the stress of poly count by using a normal map! 🙌 Your models will look amazing without all the extra polygons.
Nice technique
or just delete the polygons of the body under the clothings (unless you want to make different outfits for the same character... in which case backup the model before that)
Please Explain Physics tab Completely (Beginner to Advance)
(Physics Simulation) like fluid, Cloth etc. each and every tool
🥺 Please, please, please 🥺
Would try. Someday
I spent the time to learn marvelous designer... i didnt know you could do this in blender
Yeah you can do it in blender but. It’s good you learnt marvelous designer. You can’t compare both
Marvellous designer
Nice choice
❤️ Thanks for giving the best blender tutorials
Thanks 😊 do much for being here too
Enter Marvelous Designer
Sure sure
Is there a slow speed version? I want to see the video to learn it! :3
In this case, I advise you to watch full video lessons on this topic. But even in this case, you will not get enough information to use this tool, since it is very, very complex and has a huge number of factors, each of which can spoil the result or make the task completely impossible.
This is a separate topic that needs to be studied for a long time and thoroughly using many examples.
@@Nn32osiris Thanks for the advice😼
Very well said
Yeah I would still post the video if that helps too
@@osasart thank you!!!
noob artist = 5 minutes
pro artist = 1 hour
1~3minutes* it takes very little time, unless there are some problems with the positioning of the faces and edges
😂
Very well said 😎
Marvelous designer
Nice software
Marvelous Designer is clearly ahead.
Yeahh
For cloth simulation
-Mom, can we have Marvelous Designer?
-No, we have Marvelous Designer at home
Marvelous Designer at home:
😂😂😂😅😅😅
Oh my gosh ! That’s awesome 😎 happy for you
Thank you so so much 😊😊
senior artist marvelous designer
🔥🔥
Most of these are accurate but for this one I think both ways are fine … depending what you want
Yeahh
If you want something realistic, I’d go with the second option and if you’d like to get something more stylized, my pick would be the first option.
Nice
A pro artist would just use Marvelous
Well said ☕️🗿
у нуба лудше выглядит, менее время затратно, пройтись кистью еще что изгибы ткани имулирует, карманы и ремень добавить на пример еще, если это джинсы, текстуру натянуть и норм
Nice technique
Ngl the first one looks a lot easier and better
😅😅
The noob did it in few steps. I actually did the second part 1000 times only to learn that first part exists and time saving and atleast 1000 times easier
1st=video game character modeler
2nd=technical fashion designer or cg movie modeler
Very true
Me who's only modeled one thing ever: "Yes, that makes perfect sense, easily replicated"
lol 😂
I prefer select and shirt D
To do a animation character
Because this is easy to do a [3D animetion toon ] cel shader u call this right ?
😁
The noob kinda won on this one!😂
😂😅😂😂
Me over here using Marvelous designer like a savage beast. I totally forgot you could pin and drape clothes in blender. Thank you.
😊 you are welcome
I've already done the first one, but the problem is that if you do this for a girl's t-shirt, you can see the nipples through it. And if you want to hide them, that's a problem
That is true you would have to adjust the mesh there
I've never seen one of these videos where the "noob" way of doing it just looks easier, faster, more controllable, etc. I'm not sure what rate the two examples were sped up by respectively, but it at least looks like the noob method was faster in terms of real time.
Sure, the sewing mechanics are sort of cool, I guess, I'm just not convinced I've ever really needed them. Especially if you like working with subdivided low-ish poly geometry, you probably already have good topology on the body, and you can re-use most of that for the clothes, with this sewing method, it looks like you'd have to do a bunch of extra retopology and such, I don't see the appeal.
Very valid point
First method is smarter if you already rigged the legs. You can pull pre weighted geometry and then adjust by painting softer areas of weight in after.
Nice technique
Both are doing better than me. 😅
Call me crazy, but couldn't this technique be used to make a custom clothing brand, where people scan their legs, the program automatically fits a garment to them, and then another group manufactures it?
I'm half seriously asking that, I hope you answer. 👍
Sound like a great idea 💡
@@osasart Interestinggggg.
Thank you,
Now im learning
Awesome 😎
Personalmente me parece que para playeras y pantalones la primera opción es mucho mejor, pero si hablamos de capas y bufandas, la segunda si te ahorraría mucho tiempo.
Yeahhhh
didn’t know u could do that in blender lol , i always used marvelous designer 😅
You can. Marvelous designer is more preferable
Meanwhile everyone else struggling to make a cube pierced in the middle
😂😅😂😅😂
Best refreshing blender shorts that won't kill my motivation and actually motivate me more.
Awesome. Thanks I am glad to have you here
Hi, can u make a longer version for "Pro method"? I dont know how can you make your plane to be "quad", it's so quick I cant see what happend :(((
He switched to the sculpting mode, and did remesh by clicking shift + R.
Alright I would drop the video
gamedevs use the first one for everything. Noob artist finally won lol.
😂😂😂😂
TBH i kinda make a plane mesh and shrinkwrap it to the character and just extrude around his body, instead of simple duplicating the body parts for said clothes... sure its slower but this is how i like to do it
Aras tutoriales, no explicando los procesos sino donde esta cada cosa, cada opcion?
Both
Is there a tutorial explaining how you do that?
Can you make a toutorial for rigging clothes down to a base or armature?
Ive been doing a process that goes for days of just fitting it manually and i know theres gotta be an easier way.
please help me. PLEASE HELP MEE.
Alright no problem
The first option takes advantage of the base edge flow. At least for super basic things. Anything else the Pro choice is doing wathever directly using MD.
😂😂😂😂
Wait how did you crest the character got any tips on that
You set it up the pro method once, and you can save preset😤
🔥 nice
plz tell me first Method. howany video or link .
Alright
Pro artist didn't use Mirror modifier=not optimal
😁😁
but that geometry would suck for rigging
☕️🗿😂
The first one is good for thigh clothes and the second one for big clothes
Yeahhh
I never succeed to use that method on a Daz3d character, the clothing always messed up.
It gets technical. But would have to do with the cloth settings
Tremenda diferencia xd
I think each approach had it's cons and pros so for my crappy computer the cloth simulation is too much for me also duplicating is just easier and u have more control on it
Yeah true 😅
first method is better for games. Cause your mesh have +- same amount of polygons and bone weights
How do you even learn to do the pro stuff
You have to pay or just find the good tutorials
😅 lol yeah
Very true. Or experiment by yourself. All stressful
@@osasart All the times I've tried to experiment, most of the time it didn't work, it's possible when there aren't too many parameters or it's quite simple to work, for more complex things you should learn what some of the parameters are for
По моему, про добавил бы модификатор зеркало
Nice move
I have ptsd from using cloth sim in Blender
😂😅😂
It happens
first way good for games and better for animations
second was is good for realistic animations and clothing design
Real pro artists would use a software like Marvelous designer or CLo 3D
☕️🗿😅. Yeah if he is doing it outside the blender software. Very true
Do you teach animation of clothing physics?
I actually always model it just from the mesh because my models are in time crunch and they don’t actually move that Much bc I ususally just use it for posing, and even for animation I don’t think it need too much movement. If anything it makes the rigging better because I can transfer weight and it has the same topology with body so it can deform pretty good. However the second method might be a good thing to try, I just don’t rely on it too much because I am not sure if Maya has the function
Yeah valid point
The pro method is actually alot more time consuming then just copying the mesh and using bevel i believe
Yeah it’s a lot more time consuming
Do you have writeups of all of these online somewhere? Alternatively, do you want help getting those up?
That sounds interesting. Send me a chat on instagram
Yeah I uhh, I think I’m gonna go with the moon for this one. Just sculpt with the cloth brush.
Noob Artist: bottom sizes
Pro Artist: wearing pants
😂😅😂
You could say the same for people who have only programmed in C/C++ and then starting in Python where a good amount of what you want to do are in easy to use modules!
Yeah true. You don’t have to reinvent the wheel. Most of the techniques are available to be used
Skintight suit vs pants
😅🙌☕️🗿
Nha, first one is better for so many reasons.
😂😂
to be fair, the first method is basically about what i got thought in 3D school lol.
So thats how the overwatch animators do it
and im not talking about the official ones.
😂😂😂
☕️🗿😅
Former's good for skintight like skinny jeans, leggings etc. (sculpting folds for normals after) but the latter is good for articles with volume like loose cut, cargos or Renaissance puffy trousers.
Very true
pro method took longer and has WAY more probability to not work ingame
True
That noob isn't wrong, but that's only works for thin clothing
Yeah
Yo me quedo con la opción del noob no necesito que la ropa se mueva por choques o por el aire
Alright nice
How to duplicate what did you click
Shift + D
Don't torture yourself like that, just design clothing with marvelous designer. It's just superior in every way and has tons of features
I agree
Most people watching a tutorial on RUclips aren’t going to spend $300 a year on a separate program just because it’s better at modeling clothes.
@@Specter_1125 Absolutely agree with you there, but hey pirating is an option if you don't work for a company
use marvelous 6 clicks im ready xD
Just use marvelous designer it’s better
Yeah can’t deny that
Tbh first one is way better lol
lol easier or better ?
Honestly , just use marvelous 😂
Can’t argue that 😂
that one Ishowspeed moment:
😂
pro use Marvelous Designer ;)
😂😅😂
the pro version is so un optimal for so many things Jesus christ
😂😅😂😂😅
I need this whole video in slow motion
Shift+D Alt+S. My job here is done
😂😅😂😅😅
Both are good but I usually go with the first one, mostly because (for some reason) sewing never really worked for me and it made my pc crash
Yeah it is a pain to work with at times