Best method of making wrinkles in clothing?
cherpenbeck
Posts: 1,412
The very talented DAZ artists make beautiful clothes. But ...
... most of the time I see these clothes and think, something is missing. Then I study the promo pictures and see, there are few wrinkles and faults, sometimes none. Every piece of wardrobe has wrinkles when worn, no exception, even stretch clothing items. Without they scream "artificial".
So, besides bump maps, which sometimes give weird results when the figure moves and bends, what would be the best way to produce wrinkles and faults in clothing I bought?
Post edited by cherpenbeck on
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A normal map generated from high res version of the geometry I guess.
It also depends on what program are the artists using to create the clothing. If they are modeling/sculpting it all by hand without engaging any kind of cloth simulation, in most cases, the folds and wrinkles will never look as convincing as the ones on clothing that was created using a program that specializes in cloth simulation like Marvelous Designer.
Don't know there is a best method, there are a few options. Depends on what works for the project. Typically I add wrinkles in Hexagon.
You could add wrinkles with a modeling software easy enough.
There are dedicated programs to add wrinkles to meshes.
You could use bump/normal/displacement maps.
You could add a superficial layer of wrinkles in post.
If I add folds and wrinkles in Hexagon, will the clothes behave like normal DAZ clothes (conforming, autofit and such) if I re-import them to DAZ? Like, if I make a morph for a genesis figure?
If you were able to add your folds to the base mesh then yes, you can load as a morph. If you had to divide the mesh to get extra resolution then you will need to make a new figure from that - if the original clothes are for Genesis or later you can get a lot of that done with the Transfer Utility, using the original clothes as the source and the new mesh as the target.
Though if you divide the mesh only to generate normals and displacement, you can do that. There is only so much displacement can do if you are trying to do a large distortion to the mesh silhouette. In that case doing what Richard recommends is the way to go.
Not to beat a dead horse or nothin' ("I'm not dead yet!"), this is child's play in Poser, with its morph brush. After a bit of practice, you can build in folds and wrinkles where ever you want, and dial in the strength of the effect.
D|S should definitely have this feature, too, so we don't have to struggle with the work-arounds.
Poser is (currently) limited to the base resolutionm, as DS is, though the next version is going to have some kind of multi-resolution morph support.
Wrinkle3D (http://www.daz3d.com/wrinkle-3d) is available through DAZ as a standalone program and it works quite well to create wrinkles on clothes. It generally works well for any pose and has far more applications than just making wrinkle morphs.
The only problem with Wrinkle3D is that the program doesn't work well with clothing that have unwelded polys. There were a few dresses I've tried in the past that completely came apart with certain poses.
Optitex dynamic clothing will give you the most accurate wrinkles for DS.
http://www.daz3d.com/catalogsearch/result/?q=optitex
Bought Wrinkles. But unlike Hexagon there is no Bridge. I'm still trying to find my way.
Things like this should be integrated in DAZ. Would make DAZ much more useful.
I wonder how some vendors create the final mesh, if it follows the wrinkles.
Do they create them highpoly and retopo it somehow?
Here an example