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Author Topic: How would you suggest making some high poly hooded robes?  (Read 2093 times)

MeepII

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How would you suggest making some high poly hooded robes?
« on: March 25, 2010, 11:14:00 am »

Well... what method should I use?
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floyd86

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Re: How would you suggest making some high poly hooded robes?
« Reply #1 on: March 25, 2010, 01:51:47 pm »

I made a hooded robe once. Used a box with some defintion, and converted it to a subdived. Then i moved the points around to shape the hood. It's helpfull to use a head or something to shape it around.

MeepII

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Re: How would you suggest making some high poly hooded robes?
« Reply #2 on: March 26, 2010, 11:12:23 am »

Thanks!

Would using the cut tool to add folds in the cloth be a good idea?
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hihosilver

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Re: How would you suggest making some high poly hooded robes?
« Reply #3 on: March 26, 2010, 03:22:34 pm »

yep, I'm sure that would work great.
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rellik420

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Re: How would you suggest making some high poly hooded robes?
« Reply #4 on: March 27, 2010, 08:18:37 am »

what about if you dont use sub divided modeling?

im going to attempt to make some clothes but i like to model 1st then sub divide.

floyd mentioned a cube and sub dividing it, which i get, but id rather model the whole thing 1st then sub divide it.

i think i mioght b jumping the gun here and taking over meeps thread but whats the standard on making clothes in any program? and give me a few keywords or technical terms other programs might have availible. or direct me to what i should be looking for. the only thing i know about clothing is soft body physics.
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hihosilver

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Re: How would you suggest making some high poly hooded robes?
« Reply #5 on: March 27, 2010, 08:01:40 pm »

Well to be honest, converting the object to a subdivision object before or after wont make any difference with the modeling workflow.  I would recommend subdividing first simply because you'll be able to see the final outcome as you alter the subdivision cage.
The downside with not subdividing the model is that you'll only have the basic cage, and when you convert to subdivided later you may come out with a good deal of overlapping and curves you don't like.

Yes, in professional programs you can use soft body physics (which is like cloth physics.)  I have done clothing in 3DS Max, and what you do is create several planes on particular sides of the model that you then "stitch" together pretty realistically.  You then simulate the physics of gravity and the stitches pulling together to create something more realistic.  Anim8or can do nothing of the sort as it has no physics engine.
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