|
|||||
|
|
#1 |
|
Registered User
Join Date: Sep 2004
Location: Canada, Ontario, Acton
Posts: 286
Thanks: 0
Thanked 0 Times in 0 Posts
|
Texturing Clothes.
Ive always had trouble with texturing clothes does anyone know any good tutorials on this subject or would like to make a tutorial on making clothes for this community, please post your input. Thanks a bunch.
|
|
|
|
|
|
#2 |
|
Registered User
Join Date: Jun 2003
Location: Outer space
Posts: 543
Thanks: 0
Thanked 0 Times in 0 Posts
|
Here is the basic texture map of the last model i made and next post ill explain to the best of my ability the method i go about getting cloth.
__________________
Duffman can never die,only the actors who play him. |
|
|
|
|
|
#3 |
|
Registered User
Join Date: Jun 2003
Location: Outer space
Posts: 543
Thanks: 0
Thanked 0 Times in 0 Posts
|
The thing about cloth which makes it so hard to do is that it has a kinda look to it if done incorrectly looks bad.
First if at all possible find reference material. From what ive seen cloth behaves in a certain way in humans,because of the way the human body articulates and is structured, cloth on a human seems to bend in a certain way. First in RED there are spots i call "Pressure Spots" these spots are areas of the human body in which the cloth from clothing seems to clump and fold. the more a cloth material folds the darker the shadows seems to get darker. These pressure areas seems to be the Armpit,sides of the body,parts of the back,elbows,knees and areas which the piece of clothing is tucked in or had pressure on them like if you put on a belt the area close to the belt will have folds due to the belts pressure. Te blue i call the old area,these areas will have wrinkles and folds but they will typically be much lighter than areas with fold due to in large part these areas the cloth is more strecthed out and there will be less wrinkles. These area are typically the back shoulder area of the back,the shoulders . Also the amount of folds and wrinkles also vary on the fit of the piee of clothing,baggier clothing will fold and wrinkle more while tighter will not.
__________________
Duffman can never die,only the actors who play him. |
|
|
|
|
|
#4 |
|
Registered User
Join Date: Jun 2003
Location: Outer space
Posts: 543
Thanks: 0
Thanked 0 Times in 0 Posts
|
This is another artist texture i found from the web in which i used for reference on cloth.
This is a tighter fitting article of clothing so there will be more wrinkle free areas then pressure areas As you can see the pressure areas are there still there but with much less folds and wrinkles and he flater areas are even more evident.
__________________
Duffman can never die,only the actors who play him. |
|
|
|
|
|
#5 |
|
Registered User
Join Date: Jun 2003
Location: Outer space
Posts: 543
Thanks: 0
Thanked 0 Times in 0 Posts
|
also all the folds and flat areas will flow together,since it will be one solid piece of cloth you will notice all the wrinkles and flat areas seems to flow together,sure there are variences in directions the folds and wrinkles go but never dramatic and erratic fold paterns.
__________________
Duffman can never die,only the actors who play him. |
|
|
|
|
|
#6 |
|
Registered User
Join Date: Jun 2003
Location: Outer space
Posts: 543
Thanks: 0
Thanked 0 Times in 0 Posts
|
The next importantpart is who the model is unwrapped for texturing.
a well thought out break out of the texture will help avoid many problems like visible seems and streching. The soldier model was straight foward breaks, sleeves,chest,area below the belt,legs,boots and collar. after yo have your model broken up take it into photoshop,i work in many layers for editing purposes, first layer i use is for the base color, then i add a multiply layer, this will be for paining the folds,wrinkles and shadows, i use the exact colo from the base layer of the model on the multiply, then i paint the wrinkle patterns across the whole section,at 100% paint opacity and 100% layer opacity on multiply the paint will look very dark but i lower the opacity on the multiply layer until the dark shadows and wrinkles i painted look like a very subtle variation in color as you would see with a very light shadows. The reason for paiting with 100% brush opacity on the multiply layer with the same color as the base color of the texture is to keep a nice consistant color for the light base shadow pattern. Then i begin to darken the areas of the shadow layer which need darkening like the more clumped areas. i do that for all cloth pieces and try to keep the transition from light to dark as smooth as possible.
__________________
Duffman can never die,only the actors who play him. |
|
|
|
|
|
#7 |
|
Registered User
Join Date: Sep 2004
Location: Canada, Ontario, Acton
Posts: 286
Thanks: 0
Thanked 0 Times in 0 Posts
|
Thanks alot for doing that.
|
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|