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Can we not create cloths and jacket without cc pipeline?

Posted By Famekrafts 7 Years Ago
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Can we not create cloths and jacket without cc pipeline?

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Famekrafts
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https://forum.reallusion.com/uploads/images/03845137-116e-462e-b970-460c.png

This one textured in the blender.




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Famekrafts
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https://forum.reallusion.com/uploads/images/72ae7a63-3f30-49a9-aeba-d4fb.png
Now getting a hang of it.

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Finally managed to get the hat textured inside cc

Leather Wizard hat

https://forum.reallusion.com/uploads/images/1714d17f-36c8-4d58-9737-2966.png


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Famekrafts
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urbanlamb (5/22/2018)
Famekrafts (5/22/2018)
Kelleytoons (5/22/2018)
This can range from stupidly simple to impossible, depending on how the hat is mapped.

For example, if you have a coat with buttons (so that the buttons are mapped separately) you can't do this -- there's no way you can apply cloth physics to both the coat and the buttons properly (so the answer is to remap it).  If, though, you just need the edges of the hat (which is normally the case) to have physics you don't even need to worry about the rest of the hat.

So I guess I'd have to see the hat and the mapping to know for sure.  Easiest way to play around, though, is to use a program like 3D Coat and create your map interactively (see my tutorials).


Here is the UV mapping in blender

https://forum.reallusion.com/uploads/images/240fc121-cea9-40ae-b332-3a88.png

For this its not build very well for this type of thing.

1) the uvmap for the ribbon is out of scale with the rest so textures will apply at wierd resolutions
2) for this particular example there is no need for two materials you simply use normal mapping to create a height difference for the ribbon to differentiate it from the rest of the hat.
3) two materials is a bit overkill for something so simple in fact its overkill for most things.  you should use 1 material and put it all together and use textures to create the effects you want
4) edit - forgot that to use substances directly in iclone which can be done you can create an idcolour map and use the substance mixer thingy they added this removes the need for more than one material in most situations.

- as an aside actually the mathematical algorithms for mapping are actually superior in blender and they are integrating a new one from some research done in 2016 for mapping things like heads with superior results that to my knowledge is not added to any other software at the moment.   So for mapping I would stick with blender, but if you want to apply effects or physics to things one continuous mesh and one material is usually the best way and keep all the mapping to scale the ribbon part is way too large for the rest of the hat so make sure its proportional.    


I understand this is overkill but this is just a test mesh. I am planning to create a lot of accessories so I can use them for my future characters or sell them on content store. This was a just a test to get the pipeline ready for blender to cc - iclone export.

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Famekrafts
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4u2ges (5/22/2018)
CC3 is certainly going to help a lot, but it is not going to magically create us cloth.  We still need to fully understand the process and work hard to create something decent.


>>> Thanks got it. I will not need that weight map greyscale if there is only one material.

I think you are a bit confused there as to what the physix weight map is there for. Soft cloth physix does not need to apply to every cloth items. Only those items you wish to respond to gravity and interact with the wind.

Don’t think this hat really needs any physix… well, if you want to have the hat edges to spring a little,  then you need to enable soft cloth physix and B/W gradient weight map respectively, as gradient map tells which part of the mesh should be static (completely black on the map) and which interact (grey to white)  

And as it seems the ribbon is a totally separate mesh, it has to go.


Thanks still learning the ropes.

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4u2ges
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CC3 is certainly going to help a lot, but it is not going to magically create us cloth.  We still need to fully understand the process and work hard to create something decent.


>>> Thanks got it. I will not need that weight map greyscale if there is only one material.

I think you are a bit confused there as to what the physix weight map is there for. Soft cloth physix does not need to apply to every cloth items. Only those items you wish to respond to gravity and interact with the wind.

Don’t think this hat really needs any physix… well, if you want to have the hat edges to spring a little,  then you need to enable soft cloth physix and B/W gradient weight map respectively, as gradient map tells which part of the mesh should be static (completely black on the map) and which interact (grey to white)  

And as it seems the ribbon is a totally separate mesh, it has to go.




urbanlamb
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Famekrafts (5/22/2018)
Kelleytoons (5/22/2018)
This can range from stupidly simple to impossible, depending on how the hat is mapped.

For example, if you have a coat with buttons (so that the buttons are mapped separately) you can't do this -- there's no way you can apply cloth physics to both the coat and the buttons properly (so the answer is to remap it).  If, though, you just need the edges of the hat (which is normally the case) to have physics you don't even need to worry about the rest of the hat.

So I guess I'd have to see the hat and the mapping to know for sure.  Easiest way to play around, though, is to use a program like 3D Coat and create your map interactively (see my tutorials).


Here is the UV mapping in blender

https://forum.reallusion.com/uploads/images/240fc121-cea9-40ae-b332-3a88.png

For this its not build very well for this type of thing.

1) the uvmap for the ribbon is out of scale with the rest so textures will apply at wierd resolutions
2) for this particular example there is no need for two materials you simply use normal mapping to create a height difference for the ribbon to differentiate it from the rest of the hat.
3) two materials is a bit overkill for something so simple in fact its overkill for most things.  you should use 1 material and put it all together and use textures to create the effects you want
4) edit - forgot that to use substances directly in iclone which can be done you can create an idcolour map and use the substance mixer thingy they added this removes the need for more than one material in most situations.

- as an aside actually the mathematical algorithms for mapping are actually superior in blender and they are integrating a new one from some research done in 2016 for mapping things like heads with superior results that to my knowledge is not added to any other software at the moment.   So for mapping I would stick with blender, but if you want to apply effects or physics to things one continuous mesh and one material is usually the best way and keep all the mapping to scale the ribbon part is way too large for the rest of the hat so make sure its proportional.    

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wires
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wires
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In the thread that I linked to it states that CC 3 will be free for iClone 7 users, however the Pipeline version will cost $199.00.

Gerry



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Famekrafts
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wires (5/22/2018)
Character Creator 3 Pipeline may just make this whole discussion obsolete. :):cool::smooooth:


Lol. I am waiting btw, do we need to upgrade to cc 3 or it will be free upgrade like when I bought iclone?

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wires (5/22/2018)
Character Creator 3 Pipeline may just make this whole discussion obsolete. :):cool::smooooth:


It looks impressive, but I wouldn't necessarily throw out the baby with the bathwater.

They don't talk at all about physics there, so I'm guessing we may still need to understand how to create our own physics maps (and thus our own UVs and managing materials).  While there's no doubt things will get easier, they won't get to the "make art" button (so the more you understand about the back basics, the better).





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