this is super duper helpful, I've got an outfit i want to model on top of a pre-existing model and i wasn't really sure how to go about it effectively until now. I probably should've just looked into blender's sculpt tools earlier but this explanation makes it sound a lot simpler than i was worried it was going to be!
Layer brush works better than inflate for something like this. Set the strength to 0.03 to 0.15 for most cases. Also, apply a small displacement modifier first to save time. (Inflate will go in any direction if it's able, but layer brush specifically uses the existing normal)
Here are my 2 cents on clothing, especially for stylized characters: Don't focus too much on realism. And also don't waste too many thoughts on a perfect topology. I recently made clothes for my character and the mesh looks really messed up. With a wild variety of quads and triangles. But, clothes are something, that usually has a chaotic look to it. And an "unclean" topology supports that look. Like folds despawning in a very sharp angle, working this out with quads is annoying and looks worse, than using triangles. And the meshup of chaotic quads and triangles adds to the randomness of the fabric. So just go with something, that would usually be considered messy. In some circumstances, messy can be good. (It should remain properly animatable though)
Topology can still be important for the clothing, but you are right that you can have more flexibility here. I've seen people model the folds with specific topology on clothing as well, so it's not unheard of. Thanks for sharing your insights!
In edit mode you can select all of the duplicated vertices and use alt s to scale along normals and make it slightly larger than your character, then you do the sculpting
Yes! Thats a very common thing to do. I like to avoid having extra thickness to reduce the polygon count for game purposes, but it may be necessary for the outfit you're creating. Shouldn't be much of a concern though.
Really good shorts like this really make me wish I had an artistic mind and skillset. Instead I'm toiling away on Terraform, AWS, GCP, and messing with pipelines that don't work half the time for a living. Artistic skills like 2D, 3D, music, UI/UX, etc are heavily underappreciated in our society because nothing ever gets made without them especially in the modern age.
This is so me! My former job was a technical lead at a large financial firm. It paid the bills, but I still felt empty. I'm taking time off currently to pursue things like this RU-vid channel, but I may have to go back for a little longer at the end of this year. I also did a lot of AWS work haha
@@codernunk Financial technology (not fintech) is a soulless and thankless and some of us have to do it. That and health sector work. I still haven't figured out if I prefer dealing with DORA or HIPAA auditing yet.
Im learning blender for like 1 month and i was thinking making my own clothes for my avatars cuz i play vrchat and i had an idea like this like making sculping my mesh above the models body, but damn this videos tutorial its way easier and better to make a mesh
It's actually gotten quite a bit more user friendly over the years, since the 2.8 update a few years ago. It's a much better piece of software than it was.
@@codernunkthe hardest part for people like me who were first tooling around with it in the late 2000s is relearning and unlearning how things used to work. I remember when subsurface scatter was new!!
I agree, Blender is scary when you don't know anything about 3D software. It took me one half hearted and one serious attempt to build up knowledge, but once you have overcome a certain point, it is quite a lot easier to advance. RU-vid contains thousands of extremely valuable tutorials, and once you know some shit in Blender, you literally have the ability to create whole worlds just with your hands and a computer. It is magnificent.
I hope I can become a good modeler someday! I've been watching a lot of tutorials and I know a lot of the basics, I used a pre-existing model (that I didn't make) yet I textured it and animated it before, I uploaded it on my channel if you're interested!!
Some of the commenters on this video mentioned you could use the Mask modifier instead. You would basically assign all the parts you want to hide in a vertex group, and that saves you from deleting the parts of the mesh. Even so, I think backing up the mesh is a good idea before this step.
Having a duplicate of the mesh can be helpful, but you can use ALT+S on the duplicated part as a start. I think I mentioned sculpting to give you a bit more freedom in the way the clothing looks (ie. for looser parts). That being said, skin-tight clothing can be done very quickly with ALT+S, and that's a good tip.
How'd you do that with vertices? These are huge. And do you know how to reset that? They became like that when Faceit add-on was crashing in my blender
Do you mean adjusting the size of the vertices displayed on the UI? I made a small Short a while ago that may help with that: ru-vid.comkUbgJuZVgiY?feature=share I believe I also mentioned how to reset it, but the default is 3px for vertex display.
Many thanks brother. Liked and subbed. When you make clothes with cloth physics in blender, does that carry over into Unreal? Or any other engine for that matter. I’ve never worked with cloth physics
Thanks for joining the channel! Unfortunately, the physics in Blender is independent of the game engines, so you'd have to implement physics in the game engine if you wanted it there. However, the Blender sims are usually good for modeling purposes (to get folds and stuff like that).
Sculpt tools are still very viable for more realistic characters. However, when you texture the characters you'd have to UV unwrap normally and it's likely you'll also want to use normal maps.
Even in AAA games, preventing all clipping is a task that is not worth the time or cost to do. Ultimately, it would come down to more meticulous manual weight paint adjustments, but sadly, I don't know of a simple way to prevent clipping. In the context of using cloth sims, you can enable collisions on the body and Blender will do a pretty good job at respecting the collisions. I have a Short on cloth physics on my channel, or you can view the complete character guide if you're interested.
I actually addressed this in a different Short here: ru-vid.com_WrfAknUg7M Alternatively, you can use the Mask modifier with a vertex group to hide those parts. It's a good idea to remove the non visible parts of the model to save processing power, especially for games.
I assure you this thumbnail is far from the worst one... Since I upload my Shorts from my PC, RU-vid auto selects the thumbnail and I lose most of the time.
Being the first to a video is so disorienting as I think someone stole your content and name because there are no likes or comments, then I check time of posting and I say “ohhhh, they aren’t a fake!”
@@codernunk i think they meant they came too early so with 0 likes and comments at the time, it looked like someone stole your video at the time (good stuff, btw)