How to make realistic pants in Blender by using the cloth simulation. No addon required. UV to Mesh geometry-node ↓↓↓ github.com/gugenstudio/UVtoMe... Edge Flow/Set Flow addon ↓↓↓ github.com/BenjaminSauder/Edg...
Пікірлер: 65
@BrianLife8 ай бұрын
“7 years later”. Lol. Awesome.
@Xeranxies8 ай бұрын
This is a really good example. Great work!
@deoclicianookssipinvieira58588 ай бұрын
It is beautifully made! Thank you!
@ruslandad3653 ай бұрын
This Lesson is Simply INCREDIBLE!!! THANKS A LOT!!!
@garvamatic10 күн бұрын
amazing work! and great explanation
@AndreySokolovRu8 ай бұрын
Thank you, this is awesome! Always loved your cloth tutorials! Still remember the one from about 2018. It seems to be not on the channel anymore, but I repeated it so many times that it is still in memory. The only thing I could not understand was the reason of the trick with poke faces, so thanks for the explanation this time! Very exciting and inspiring tutorial!
@shamusmoore7 ай бұрын
was that tutorial on the shirt? i cant seem to figure out how to do the shirt with all the details like buttons, collar, those things at the end of the sleeve, etc
@MaxPuliero4 күн бұрын
@@shamusmooreI deleted it a long time ago because it wasn't accurate on a few points. I should record a new one for sure.
@shamusmoore4 күн бұрын
@@MaxPuliero I would absolutely love if you did that!
@RazielHerbert8 ай бұрын
It is beautifully!
@Kiwi-Araga9 күн бұрын
Hey! Using the geometry nodes and setting the factor to 1 will change the mesh size to 0 instead of flattening it in 4.1 Edit: I figured out. In the modifier tab you can switch between an attribute or a single value by pressing the plus-like button near the UV map.
@HungrySquid7154 ай бұрын
One of the best tutorials I have seen on how to design and simulate clothes in Blender without addons. I followed your tutorial and did the entire process 4 times with increasingly better results. The process is definitely not quick between iterations; the one part of the process I would like to see more efficiency is after the UV to Geo step, is somehow automating transforming and rotating the flat cloth parts around the collision body without manually doing so every time. I don't mind creating the sewing lines as it's like a puzzle for me!
@CGDive8 ай бұрын
YES! Great workflow. Thank you for sharing!
@cfernando418 ай бұрын
Thanks for share, please more tips. 🤩
@ZELFOR7 ай бұрын
Thanks!!!
@ianek97946 күн бұрын
Super useful tutorial but the whole process just makes me want to use marvelous designer 😂
@MaxPuliero5 күн бұрын
that's the whole point xD
@RomboutVersluijs8 ай бұрын
I believe because you used a certain number in unquadrify it cause the eeflow to rotate. Most times when you use uneven number or even, cant remember which one, it will eventually go back to the coorect flow.
@MaxPuliero8 ай бұрын
Sorry I don't understand what you mean.
@TheBigQQ694206 ай бұрын
They're saying that when you poke the faces, then run tris-to-quads, it's changing the directional flow of your topology and that at enough iterations you'd have your original flow. Although I just glanced, that seemed to be the intention; not sure they understood.@@MaxPuliero
@LawrenceAaronLuther3 ай бұрын
I was lying down feeling sleepy, but a whole video on pants simulation woke me up. I am a nerd.
@jack13137 ай бұрын
Really greaten tutorial, Made me redo some sim for a character I'm sculpting. I followed this guide and simulated some cargo pants with pockets on the sides and back; What would be you method of connecting pockets to the main pants of a shirt, because currently the pockets are connected to the main fabric geo which is creating 3 edges connect to a vertex. From look a refs I could just delete the geo in the pockets so it's like an extrusion to make it 2 edges connected to a vertex.
@MaxPuliero7 ай бұрын
It's a life of compromises.
@jack13137 ай бұрын
@@MaxPulieroThanks, I guess you're never gonna see in there 😅
@shoutout3d5502 ай бұрын
🙌
@shoutout3d5502 ай бұрын
Max - brilliant work.
@RomboutVersluijs8 ай бұрын
What you mean by freeze transformations. I other apps this means you lock it, so it cant be moved. But you actually seem to apply the transformstions
@MaxPuliero8 ай бұрын
I meant "apply"
@harrysanders8182 ай бұрын
Applying transforms is called 'Freeze' in Maya, pretty standard term for this outside of Blender, so no need to smartass him on terminology.
@RomboutVersluijs2 ай бұрын
@@harrysanders818 well sorry but, Maya isn't all. Freeze is really a temp thing normally
@nijamshaikh6975Ай бұрын
Can u make sofa couch cover tutorial for me please 😇
@RomboutVersluijs8 ай бұрын
I didnt understand why you first make it flat with the geometry node sstup and then out it back. Is that because you want it to wrap around using thr cloth physic. Same as how marvelos design does it? Ps i think i remember an addon which does the same, that was before geometry nodes. I believe it usrs the iv map to make the mesh flat
@RomboutVersluijs8 ай бұрын
Have you also tried but without that step using the gm node setup. I wonder if it will make that much of a difference
@MaxPuliero8 ай бұрын
Yes, Textools makes the UV flat too. I highly abused that functionality before Geo Nodes :D
@MaxPuliero8 ай бұрын
@@RomboutVersluijs without flattening the geometry I got something okay but with a lot less folds, at least in my experience.
@RomboutVersluijs8 ай бұрын
@@MaxPuliero guess because it was already into shape. Wonder, if you pin top parts and use less friction, if the fabric moves better. .
@RomboutVersluijs8 ай бұрын
@@MaxPuliero so basically the same or is GN faster. Guess so, ive not gone onto that road yet. Still feels to impressive and bends to wards math skills
@captainpepsi3533 ай бұрын
13:41 i dont understand how u added the geometry node onto the model (like i dont know how u were able to search for it in blender) when i drag and drop it on the model it wants to open another instance instead of applying the node onto my pants model EDIT: i found the solution :) all i had to do was create a new assets folder ( \Documents\Blender\Assets ) then place the .blend file in there and it showed up in the assets library
@Reaching15 ай бұрын
wow, thats complicated.. No one seems to adress the part of closing the sewing lines in any tutorial ive watched. When using pants like this in animation, the sewing lines will split open. How do you close them? I always have the problem of overlapping geometry and literally thousands of verts. All by hand?
@MaxPuliero5 ай бұрын
Hi, well I select one of the sewing edge and I can select similar by amount of adjacent vertex (shift+G) then I merge all in one click.
@Reaching15 ай бұрын
ok, thanks a lot, that somehow worked, but i had to edge select and use amount of faces around an edge and then merge by distance, but that worked.. didnt know about shift g. thanks for the tip.@@MaxPuliero
@chrisjansen19434 ай бұрын
Why would you separate the object just to sew it back together again? There's no need to do that.
@MaxPuliero4 ай бұрын
You are right
@basiladeeb19 күн бұрын
Why didn't you just copy the whole mesh from the waist down and make it into a separate selection? Then you only need to make a few adjustments here an there after that.
@MaxPuliero19 күн бұрын
Hi, can you tell me the time?
@hoachuhoa-up8tr2 ай бұрын
13:44 How can I added the geometry node onto the model
@MaxPuliero2 ай бұрын
You have to add it to your asset browser
@BestMods1688 ай бұрын
i'm impressed that the wrinkles look way better than marvelous designer and blender sim is way faster than marvelous designer.
@MaxPuliero8 ай бұрын
Thanks! Blender is not bad indeed, but Marvelous Designer is easier, faster and intuitive.
@Rawdawgggg7 ай бұрын
@@MaxPuliero I think should be said that your method actually allows you to quickly concept out the pattern, where as MD would require you to learn or get a bunch of patterns beforehand. I'm not a seamstress so this is infinitely more intuitive for a 3d guy 😂 Amazing workflow, probably best one i've seen so far for blender cloth and sew sim! Edit: if you had access to MD I'm wondering if it might be possible to just export the first bake in and simulate/adjust more folds in MD 🤔
@yosupajin7 ай бұрын
Man what MAX did is really good ..............but seriously you say wrinkles is better than MD? sim is faster then MD?................a pant like that inside MD is calculated in a second. btw, points of wiev..........what i see is the MAX's sukiru (スキル) (the skill).
@MaxPuliero7 ай бұрын
@@yosupajin I never said that
@MaxPuliero7 ай бұрын
@@Rawdawgggg you can totally do it.
@DDDD-ew4wp4 күн бұрын
what is going on in 19:34
@MaxPuliero4 күн бұрын
I re-quad the faces for better sin results
@clausbohm98075 ай бұрын
"Since cloth simulation is not interactive ..." Well I guess that means going back to Marvelous Designer or staying with Maya. So Blender is NOT good at everything!!!!!
@MaxPuliero5 ай бұрын
Totally, You should use marvelous if you have it. You should also stop using Maya tho :D
@clausbohm98075 ай бұрын
@@MaxPuliero One thing, I love the Maya UI, it just seems more professional, yeh kinda superficial, I know.