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In this lesson I'll go over how to create base meshes for clothing in different ways. These basemeshes are different from the body basemeshes because they generally have no thickness, which makes them a bit more difficult to handle.
Nvm
it won't let me sculpt the pants with the solidify modifier on
this is gonna be FUN!!! I'm gonna make a kung fu gi outfit for the monkey 0w0 .
Hello Julien,
Hello Julien,
Thank you for your lessons, this is very interesting and easy to follow. However, I have a problem with the "mask extract" that you are explaining at the beginning of the video. I follow every step you say, but, everytim I want to extract my mask, it doesn't work, I have a small artifact at the top of a finger and...that's it. https://drive.google.com/file/d/1NWiGt6LpRo2w4MZgyzReI-M8ZS_wznzl/view?usp=sharing This is a screenshot of my problem. Do you have any solutions, please ? Thanks
@thelastgeekhero Sorry to bother again, I have disabled the option "Project to Sculpt" and it seems to work. I don't know if this important or not for the rest of the lesson ?
@thelastgeekhero I've sent a request to see the screenshot since I'm still interested in helping out witht eh issue. But I'm glad it worked out by changing some settings :D
@Julien Kaspar Thank you, you can check the screenshot now, I think.
@thelastgeekhero Tbh I've never seen this happen. If you will still encounter this issue you can also send me a file so I can have a closer look at the issue. It's hard to tell from the screenshot alone what could be happening.
@Julien Kaspar Ok, I have shared the blender file with you on gmail.
@thelastgeekhero It seems to happen because the object is parented to another object. I will report it as a bug and someone can have a look at this. Select the sculpt and press Alt + P to unparent it. This should fix it.
@Julien Kaspar Yes ! It's working now. Thank you, it's seem that the parenting was the problem. Thank you for your time.
@Julien Kaspar Thank you so match! "Mask ectrude" and "Topological automasking" is fantastic and most comfortable instrument!
Hi Julien, when I click mask extract fragment glitches occur on my mesh. Is there a way to fix this? Preferably other than adjusting the clip start option in view bar.
@Ekin Kılıçdere Sorry I don't understand what the issue is from the image and description. If you want you can also share a file and I can have a closer look at it.
@Julien Kaspar I kinda solved my first problem but now I am facing a new one. This time, when I zoom in, vertices and edges of my mesh disappear. https://drive.google.com/file/d/1Gd4gqpM3NeMWRJakoCotyQoZVjn3Zrp3/view?usp=sharing%C2%A0 I tried to share my blender file but if it is not working there is a video as well. https://vimeo.com/549286251 Thanks for the quick response btw.
@Ekin Kılıçdere I see now. The issue is that the mesh is hidden by the outcome of the solidify modifier. There are 4 icon toggles in top of the modifier. The second to the left is showing the modifier in edit mode, which results in it obscuring your mesh. If you enable the first to the left it will adjust the wires in edit mode so it fits with the result of the modifier. So either disable the toggles or enable them both to fix the problem.
@Julien Kaspar This solution is really helpful. Thank you so much!
Can someone help me? I'm editing my characters tshirt, and when I increase the offset parameter, it breaks the tshirt mesh. It seems that only some "faces" are been "extruded". Notice that my "limit" parater is also lower then the one fom the tutorial: https://imgur.com/a/xALufBg
@André Since you are already using the option "Above Surface" this should not happen. Try increasing the limit as well. If that doesn't work then the only thing I can think of is that the shrinkwrap is targeting the inner surface of the shirt sculpt as well. In that case select all the faces of you new object and scale them outwards with Alt + S.
Thank you for the great tutorials. Is there a way to do the rip for the shirt like you do if you use the extract mask method instead of the shrinkwrap method and don't have clear edge loops because of dyntopo? I tried ctrl clicking with the draw brush to take away part from the object, but that just looked bad. Would I just need to create the rip after the retopology phase? Thanks for any help you can provide!
*@jamececoplen* I can also recommend the next video which is showing an even better method of creating clothing base meshes.
To rip the edge you could also mask out the area you want to delete and then use "Mask Slice and Fill Holes" or just "Mask Slice" if there's no thickness to the object..
*@JakeMHull* Are you using the least the latest official release of Blender (2.81)? Blender 2.80 doesn't have some of the features that I am talking about in this chapter.
Hello great turtorial. I have a problem Julien . after extracting the Mask , i cannot sculpt on it anymore. i cannot smooth i simply cannot sculpt on it . Do you please know where the problem could be? thx a lot for your tutorials they are awesome . Waiting for part 4 :D
Great Regards
*@Simon Pierre, Kapnang Kameni* Thanks! Can you still edit the mesh in edit mode? Is it possible that the entire model is masked but the mask overlay is disabled (Ctrl + M)? When extracting a mask, the mask will still be there on the new object. Afterwards you can clear the mask with Alt + M.
@Julien Kaspar had the same problem, would not sculpt even when removing the mask. Solved it by hitting alt m and THEN inverting the mask. Somehow that worked. Thought this would be useful info to anyone with the same problem.
Hey Julien! Quick question, not specifically related to clothing but related to blender in general.. Do you know by any chance if there is a plan for adding a feature to let us reorganize the Quick Favorites list and arrange the items in the order we want? I find myself adding items to the list in a very illogical order sometimes, and a quick way to reorganize them would be great. Maybe it's not too hard to make as a addon for a beginner such as myself? (don't really know the scope of the endeavor code-wise ) Still really enjoying the series so far!
*@QuantumBucket* Thanks! It's planned and definitely necessary but I don't know when it would be added to Blender in the future.
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