Sculpting clothes: Part 2 - Patterns and symmetry

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Maya Learning Channel

Maya Learning Channel

Күн бұрын

Пікірлер: 16
@ComCodex
@ComCodex 4 жыл бұрын
Exactly what I was looking for, thanks.
@tsikaamivalora6167
@tsikaamivalora6167 9 жыл бұрын
Hello, I'm learning Autodesk products, specially Inventor, Maya and 3ds max. I would like to know if it's possible to simulate for example the mixing of flour and water? The issue is I want to design a product with Inventor and I want to simulate how it will work, the product will mix flour and water in reel life. Any help? Thanks in advance
@PxHDB
@PxHDB 11 ай бұрын
Frickin A tutorial, thanks a lot
@WolfPriest_Leon
@WolfPriest_Leon 6 жыл бұрын
Great tutorial, but still has questions, for example how correctly to animate the cloth made by this technique so it sits on animated character during animation and still be seperate mesh!?
@Autodesk_Maya
@Autodesk_Maya 6 жыл бұрын
You'll need to use a dynamic solver like nCloth to do that. You can find it in the FX menu. First select the jacket and make it an nCloth object, then add the body as a Passive Collider for that same solver.
@WolfPriest_Leon
@WolfPriest_Leon 6 жыл бұрын
Thank you for this. And in case of your tutorial, you suggest to use nCloth and having jacket seperately or just combine and then weld cloth polys into main character mesh!?
@Autodesk_Maya
@Autodesk_Maya 6 жыл бұрын
You'll need to keep the meshes separate for this. However, it also depends on what you're using it for. For movie, you'll want to use the solution I stated above (keeping the jacket and body completely separate and using a collider to make them interact). However, for something like a game engine where there's more strict performance considerations, you may want to consider making only a small part of the jacket (like the bottom fringe) dynamic and then sewing it to the rest of the jacket, which is fused with the body mesh. The less dynamics you have in your scene, the faster it will run.
@MrZhangran
@MrZhangran 9 жыл бұрын
awesoem!is this means we dont need zbrush no more?
@rurzan
@rurzan 8 жыл бұрын
Well, this is exactly the same sculpting system as in Mudbox. And I believe ZBrush is more popular than Mudbox, probably for a reason (I don't know though, I only used Mudbox). AFAIR from discussions, Z is more powerful, while M is easier to learn in the beginning. You can actually do some awesome stuff in Mudbox, but then again, it has sculpting layers and some other stuff I don't see here in Maya. And I don't like Maya's modeling in general. The best combination would probably be 3ds Max + Mudbox/ZBrush.
@MONEYVAL9
@MONEYVAL9 9 жыл бұрын
i want to learn realistic farbric rigging and deformation . What if a character had to stroke their clothing?Tear a whole trough it ?Unzip her pants ?pull a table cloth , or twist a hand towel into a whip .These are workflow we don't get much detail information about . We need tons of software to make these happen .
@Autodesk_Maya
@Autodesk_Maya 9 жыл бұрын
+MONEYVAL9 For that kind of realistic simulation, you'll want to use ncloth.
@musichaven7598
@musichaven7598 6 жыл бұрын
hi bro...only 2016 version and up of maya has that sculpting tab? I still use 2013 lol
@Autodesk_Maya
@Autodesk_Maya 6 жыл бұрын
Unfortunately, yes.
@WolfPriest_Leon
@WolfPriest_Leon 6 жыл бұрын
plz any tips on animating this example seperatly?
@АлексейБольшаков-в1ф
@АлексейБольшаков-в1ф 9 жыл бұрын
Отлично!
@Alvified
@Alvified 5 жыл бұрын
wow
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