1 Tutorials LightWave 3D Modeling a Shirt Qui Jan 27, 2011 8:41 pm
Admin
Admin
We've had many of requests for tutorials on modeling
clothes, and while there are many ways to
model clothes for your characters, I've found
this technique to be quite useful. This tutorial
uses a basic character but this technique
can be used for all sorts of styles and objects.
Let's begin!
Step
1: Load up the object in modeler.
Step2: Select
the polygons that would make up the shirt area
of the character.
Step
3: Copy and Paste them
into another Layer.
Step
4: Give this shirt object a new Surface,
and change the Surface Color by selecting Detail/Polygons:Surface,
or by pressing "q" on the
keyboards.
Step 5: Click OK.
Step
6: If we wanted to make the shirt very
thin, we could check the Double Sided box
in the Surface window and be thru with modeling
the shirt. But for this example, let's give
the shirt some thickness. Using the Extrude
tool( Multiply/Extend:Extrude), Extrude the
shirt up until your object looks something
like the image below:
Step
7: Lasso select the top polygons like
in the image below:
Step
8: Give these polygons a unique Surface
Name and Color like "Shirt_Inside".
Step
9: Deselect all polygons. Select the
polygons like in the picture below and give
them a Unique Surface Name and Color Like "Shirt_Sides".
Your object should look something
like this:
Step 10: Select the Polygons
named "Shirt_Inside".
Step
11: Move these polygons on top of the
original Shirt polygons.
Step
12: With the "Shirt_Inside" polygons
still selected, use the Stretch tool (Modify/Stretch:Stretch)
and stretch the polygons inside the shirt
so that they look something like the image
below.
Note:
You may need to use all the windows
to make sure that all the polygons are inside
the original Shirt polygons.
Step
13: Deselect all Polygons. Place the
character in the background and the shirt
in the foreground. Size the shirt up a bit
so that it's on top of the characters skin.
Step
14: Select the polygons of the bottom
part of both sleeves.
Step
15: Stretch them out and down a
bit so that they don't cut into the arms
of the character.
Step
16: This last step is optional. The shirt
is complete, and all that is left to do is
massage the points a little to give the shirt
a little more character. I spent about a
minute moving points around and ended up
with this:
Well.....That's
it! You can use this same technique to create
many articles of clothing, from gloves to pants.
Download
Source Files Here.]
clothes, and while there are many ways to
model clothes for your characters, I've found
this technique to be quite useful. This tutorial
uses a basic character but this technique
can be used for all sorts of styles and objects.
Let's begin!
Step
1: Load up the object in modeler.
Step2: Select
the polygons that would make up the shirt area
of the character.
Step
3: Copy and Paste them
into another Layer.
Step
4: Give this shirt object a new Surface,
and change the Surface Color by selecting Detail/Polygons:Surface,
or by pressing "q" on the
keyboards.
Step 5: Click OK.
Step
6: If we wanted to make the shirt very
thin, we could check the Double Sided box
in the Surface window and be thru with modeling
the shirt. But for this example, let's give
the shirt some thickness. Using the Extrude
tool( Multiply/Extend:Extrude), Extrude the
shirt up until your object looks something
like the image below:
Step
7: Lasso select the top polygons like
in the image below:
Step
8: Give these polygons a unique Surface
Name and Color like "Shirt_Inside".
Step
9: Deselect all polygons. Select the
polygons like in the picture below and give
them a Unique Surface Name and Color Like "Shirt_Sides".
Your object should look something
like this:
Step 10: Select the Polygons
named "Shirt_Inside".
Step
11: Move these polygons on top of the
original Shirt polygons.
Step
12: With the "Shirt_Inside" polygons
still selected, use the Stretch tool (Modify/Stretch:Stretch)
and stretch the polygons inside the shirt
so that they look something like the image
below.
Note:
You may need to use all the windows
to make sure that all the polygons are inside
the original Shirt polygons.
Step
13: Deselect all Polygons. Place the
character in the background and the shirt
in the foreground. Size the shirt up a bit
so that it's on top of the characters skin.
Step
14: Select the polygons of the bottom
part of both sleeves.
Step
15: Stretch them out and down a
bit so that they don't cut into the arms
of the character.
Step
16: This last step is optional. The shirt
is complete, and all that is left to do is
massage the points a little to give the shirt
a little more character. I spent about a
minute moving points around and ended up
with this:
Well.....That's
it! You can use this same technique to create
many articles of clothing, from gloves to pants.
Download
Source Files Here.]