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These are the user uploaded subtitles that are being translated: 1 00:00:01,266 --> 00:00:03,733 Let's continue where we left off in the last video. 2 00:00:04,633 --> 00:00:07,766 We now have our clothes mesh in Blender and can continue 3 00:00:07,766 --> 00:00:10,166 to add details and model the rest of the outfit. 4 00:00:12,033 --> 00:00:15,300 Before we do that, I wanted to show you how you can approach 5 00:00:15,300 --> 00:00:16,633 creating clothes in Blender, 6 00:00:16,633 --> 00:00:19,600 in case you don't use Marvelous Designer at all in your pipeline. 7 00:00:20,766 --> 00:00:23,866 To be honest, this is something you can approach in a thousand different ways. 8 00:00:24,633 --> 00:00:27,500 Creating the high poly cloth mesh is absolutely independent 9 00:00:27,500 --> 00:00:29,900 of your character model and your choice of software. 10 00:00:30,833 --> 00:00:34,366 You can use Blender, ZBrush, 3D Coat, Maya, or Max. 11 00:00:34,966 --> 00:00:39,533 Basically, this is just straight up modeling and sculpting to create whatever you want. 12 00:00:40,166 --> 00:00:43,700 I mean, you can start with a cube and sculpt your clothes from scratch, 13 00:00:43,900 --> 00:00:48,166 or you can use polygonal modeling techniques or actual cloth simulation. 14 00:00:49,633 --> 00:00:53,866 There are, for example, a couple of add-ons available on Blendermarket for cloth simulation. 15 00:00:54,466 --> 00:00:58,100 The native blender cloth simulation is very basic, but you can use it 16 00:00:58,100 --> 00:01:02,000 as a starting point and then refine the mesh with modeling or sculpting tools. 17 00:01:03,200 --> 00:01:06,533 What I would like to do in this video, though, is to quickly go 18 00:01:06,533 --> 00:01:08,466 over two different approaches 19 00:01:08,466 --> 00:01:12,066 that I sometimes use in Blender to get a basic clothes shape to start with. 20 00:01:13,100 --> 00:01:16,300 The first approach is to use the character mesh and duplicate 21 00:01:16,300 --> 00:01:20,066 parts of the mesh to be used as clothes. 22 00:01:20,700 --> 00:01:24,666 Since our metahuman character comes from a game engine, the mesh is triangulated, 23 00:01:25,433 --> 00:01:29,966 and since squats are much more convenient to select edge loops, extrude and so on, 24 00:01:30,733 --> 00:01:34,000 we can convert the mesh to quads by using the "Tris to Quads" function. 25 00:01:35,066 --> 00:01:36,900 The result is usually not perfect, 26 00:01:36,900 --> 00:01:39,500 but we can still work with that. 27 00:01:42,166 --> 00:01:44,066 Now select the mesh part that you want, 28 00:01:44,066 --> 00:01:47,033 for example, a T-shirt shape. 29 00:01:47,800 --> 00:01:50,166 Then duplicate the mesh and press P 30 00:01:50,233 --> 00:01:52,800 to separate it from the body. 31 00:01:54,666 --> 00:01:56,100 Then you can clean it up a bit. 32 00:01:56,100 --> 00:01:59,566 For example, I want the bottom edge to be zeroed out in the Z-axis. 33 00:02:00,466 --> 00:02:04,366 Select the edge loop, press S to scale, then Z to select the Z-axis, 34 00:02:04,366 --> 00:02:05,966 and type 0. 35 00:02:09,800 --> 00:02:11,800 Then we want to smooth the mesh a bit. 36 00:02:11,800 --> 00:02:14,400 You can go into sculpt mode and either smooth the areas 37 00:02:14,400 --> 00:02:17,300 you want manually by using the smooth brush 38 00:02:17,300 --> 00:02:19,800 or use the mesh filter to smooth the whole mesh. 39 00:02:20,766 --> 00:02:23,300 Select "Smooth" in the dropdown menu, 40 00:02:23,300 --> 00:02:26,633 then left-click somewhere in the viewport and drag your mouse to the right 41 00:02:26,666 --> 00:02:27,933 while holding the left mouse button. 42 00:02:28,966 --> 00:02:29,766 You can also use 43 00:02:29,766 --> 00:02:33,000 the mesh filter to inflate the shirt or just scale it up in edit mode. 44 00:02:33,933 --> 00:02:37,966 But be careful in areas like the armpits where you might get overlapping geometry. 45 00:02:38,000 --> 00:02:40,233 Use the smooth brush to smooth it out if needed. 46 00:02:48,800 --> 00:02:50,566 Repeat the process to create pants, 47 00:02:50,566 --> 00:02:53,033 stockings, gloves, or whatever you want to make. 48 00:02:56,766 --> 00:03:00,533 The second approach I want to show you, is to use Blender's cloth simulation tool. 49 00:03:01,866 --> 00:03:04,300 Let's create a plane and subdivide it a couple of times. 50 00:03:08,366 --> 00:03:10,833 And delete these faces. 51 00:03:10,833 --> 00:03:14,433 So this will be the front part of our pants. To get the back part, 52 00:03:14,466 --> 00:03:16,766 let's extrude the whole mesh along the Y-axis. 53 00:03:18,533 --> 00:03:20,700 Next, we need to create sewing lines. 54 00:03:21,233 --> 00:03:23,733 The way it works in Blender is by creating edges 55 00:03:23,733 --> 00:03:26,100 that connect the front and back of the cloth mesh. 56 00:03:27,733 --> 00:03:28,633 In X-ray mode, 57 00:03:28,633 --> 00:03:32,533 you can select all the faces here and then delete "Only Faces". 58 00:03:32,566 --> 00:03:34,733 This will leave the connecting edges intact. 59 00:03:36,366 --> 00:03:38,833 Now let's delete the edges we don't need for the torso 60 00:03:38,833 --> 00:03:40,166 and the legs. 61 00:03:42,866 --> 00:03:46,233 We can now activate the cloth physics in the physics properties tab. 62 00:03:47,500 --> 00:03:48,700 To activate the sewing, 63 00:03:48,700 --> 00:03:52,133 go to the "Shape" section and activate the Sewing checkbox. 64 00:03:54,633 --> 00:03:58,066 Let's set the sewing force to 15. 65 00:03:58,700 --> 00:04:01,033 We want the clothes to collide with the body, 66 00:04:01,033 --> 00:04:03,733 so we need to make the body mesh a collision object. 67 00:04:09,566 --> 00:04:12,266 Now we can press the spacebar to start the simulation. 68 00:04:14,700 --> 00:04:16,900 If you want the clothes to be closer to the body, 69 00:04:17,066 --> 00:04:21,000 you can decrease the outer and inner thickness in the collision settings of the body. 70 00:04:23,466 --> 00:04:25,733 Well, it looks like the simulation is creating problems 71 00:04:25,733 --> 00:04:30,133 in the crotch area, so we probably need to increase the resolution of the mesh. 72 00:04:31,466 --> 00:04:35,066 If we subdivide it again, we will have to recreate our sewing edges as well. 73 00:04:36,433 --> 00:04:39,633 You can also add a subdivision modifier to see how it would look like 74 00:04:39,633 --> 00:04:41,566 with more resolution. 75 00:04:42,400 --> 00:04:44,366 Okay. I think this is good enough for me. 76 00:04:44,366 --> 00:04:46,733 So let's apply the cloth modifier 77 00:04:46,733 --> 00:04:48,933 and close the gaps between the front and back part. 78 00:04:51,466 --> 00:04:54,333 You can either merge the vertices manually or by distance, 79 00:04:55,100 --> 00:04:59,400 or use the "Bridge Edge Loop" function, which usually produces better results. 80 00:05:02,233 --> 00:05:04,933 You have already seen how you can smooth the mesh in sculpt mode, 81 00:05:05,866 --> 00:05:09,433 but you can also use the "Smooth vertices" operation in edit mode. 82 00:05:10,333 --> 00:05:13,200 Go to vertex and choose "Smooth vertices". 83 00:05:14,633 --> 00:05:18,700 This gives you a bit more control over the smoothing strength, number of iterations 84 00:05:19,200 --> 00:05:21,366 and which axis should be considered. 85 00:05:21,366 --> 00:05:25,600 Since I want to still retain some of the clothes shape I uncheck the Z-axis. 86 00:05:29,200 --> 00:05:33,300 So those were the two approaches I wanted to show you to create a basic shape. 87 00:05:35,266 --> 00:05:37,366 From here on, you can, for example, 88 00:05:37,366 --> 00:05:41,033 use the multiresolution modifier to sculpt folds and other details. 89 00:05:42,200 --> 00:05:44,666 I won't take it much further in this video, 90 00:05:45,566 --> 00:05:49,100 but just to show you one more thing, you can use alpha brushes if you want. 91 00:05:49,300 --> 00:05:51,300 Create a new texture and click on Open. 92 00:05:52,400 --> 00:05:54,600 For example, I have this folds brushes pack, 93 00:05:54,600 --> 00:05:59,866 I bought an Artstation a while ago. Select the brush, then set stroke to, 94 00:06:00,266 --> 00:06:03,900 for example, "Drag Dot" and the texture to "View Plane". 95 00:06:05,500 --> 00:06:09,266 Now you can use this texture as a height map (if you want) to sculpt some folds. 96 00:06:11,600 --> 00:06:15,500 I use the same process to create the vest. 97 00:06:24,633 --> 00:06:27,166 If you have areas where the body clips through the clothes, 98 00:06:27,766 --> 00:06:30,233 an easy way to fix this is to use the inflate brush. 99 00:06:34,366 --> 00:06:36,233 Well, alright then. 100 00:06:36,266 --> 00:06:38,766 How you proceed from here is entirely your choice. 101 00:06:39,700 --> 00:06:43,700 I will go back to my outfit from Marvelous Designer and continue from there. 102 00:06:46,066 --> 00:06:47,066 To complete the outfit, 103 00:06:47,066 --> 00:06:48,733 I first create some shoes. 104 00:06:48,733 --> 00:06:50,800 Nothing sophisticated, just a simple model. 105 00:06:51,866 --> 00:06:54,266 We will add details in the texturing process later. 106 00:06:55,266 --> 00:06:58,166 As I said before, this modeling part is totally arbitrary 107 00:06:58,733 --> 00:07:00,466 and is in no way specific to, 108 00:07:00,466 --> 00:07:04,233 or the focus of, the customization workflow of the MetaHuman characters. 109 00:07:05,333 --> 00:07:08,500 So I will speed this up and briefly comment on what I am doing. 110 00:07:11,100 --> 00:07:14,333 Create a plane, resize it, and apply a subdivision modifier. 111 00:07:15,333 --> 00:07:17,766 Add loop cuts and shape it to roughly fit the foot. 112 00:07:19,633 --> 00:07:22,033 Add a Solidify modifier to give it some thickness. 113 00:07:22,633 --> 00:07:26,633 Then add a cube and use the same techniques to roughly shape it to enclose the foot. 114 00:07:32,833 --> 00:07:35,200 I then just basically duplicate parts of the mesh, 115 00:07:35,200 --> 00:07:38,266 separate them and pull them in place in sculpt or edit mode. 116 00:07:56,400 --> 00:08:00,166 Pro-tip: If you want to apply all modifiers on multiple objects, 117 00:08:00,333 --> 00:08:03,466 you can select them all and then use "Convert to Mesh". 118 00:08:09,433 --> 00:08:10,633 Add a Mirror modifier 119 00:08:10,633 --> 00:08:12,900 to create the second shoe. 120 00:08:15,500 --> 00:08:17,933 Next, let's add some accessories. 121 00:08:17,933 --> 00:08:21,733 The cape needs to be held in place by some buttons and I want the character 122 00:08:21,733 --> 00:08:24,900 to have a shoulder pad with fur. 123 00:08:28,300 --> 00:08:32,566 Use the hair particle system to create the fur and groom it in particle edit mode. 124 00:08:43,333 --> 00:08:47,300 To create objects like belts I use the Shrinkwrap modifier, so the belts 125 00:08:47,300 --> 00:08:51,666 fit the body nicely. Create a cylinder and delete the top and bottom faces. 126 00:08:51,900 --> 00:08:56,066 Then scale and position it such that it is fully inside the body mesh. 127 00:08:57,300 --> 00:08:59,433 For the wrap method choose "Project", 128 00:08:59,433 --> 00:09:01,500 and play with the offset to bring the belt out. 129 00:09:07,733 --> 00:09:12,000 Then add solidify and subdivision modifiers. 130 00:09:14,466 --> 00:09:15,466 For the belt buckle, 131 00:09:15,466 --> 00:09:18,333 I use the wireframe modifier here to get the basic shape, 132 00:09:20,200 --> 00:09:22,666 and since I haven't applied the modifiers on the belt yet, 133 00:09:22,666 --> 00:09:24,933 I can add edges and create a hole for the buckle. 134 00:09:41,633 --> 00:09:43,300 Finally, I model a bracelet, 135 00:09:43,300 --> 00:09:46,533 and then begin working on the helmet. 136 00:09:51,533 --> 00:09:54,766 As I've shown you before, I duplicate a part of the head mesh to start with 137 00:09:55,200 --> 00:09:57,066 and then use the popular mirror technique 138 00:09:57,066 --> 00:09:59,833 to continue modeling and shaping the helmet to its final form. 139 00:10:23,600 --> 00:10:24,533 As a final touch, 140 00:10:24,533 --> 00:10:26,333 I add a necklace. 141 00:10:38,566 --> 00:10:43,166 Well, that's all I want to add to our Hero character. 142 00:10:44,800 --> 00:10:48,600 Now, let's take a quick break and talk about a very important question: 143 00:10:49,866 --> 00:10:52,666 What do we need to think about when we work on our character? 144 00:10:53,966 --> 00:10:56,666 There are two things that should be in the back of your mind 145 00:10:56,666 --> 00:11:00,066 when you make decisions on what type of clothes and props you want to add. 146 00:11:01,200 --> 00:11:03,866 The first is a minor point which is "Resolution". 147 00:11:05,033 --> 00:11:07,800 You will need a low poly version of every mesh that you create. 148 00:11:07,933 --> 00:11:10,000 For some objects like the belts or buttons, 149 00:11:10,066 --> 00:11:14,700 I don't even make a high poly version and rather add details through the textures. 150 00:11:16,333 --> 00:11:18,966 But if you would like to sculpt details, there are two things 151 00:11:18,966 --> 00:11:22,300 you can do to avoid having to retopologize every object later. 152 00:11:23,366 --> 00:11:27,333 One is to make a copy of the lowres version before you begin adding details. 153 00:11:27,333 --> 00:11:29,333 This way you'll get your low poly version for free. 154 00:11:31,366 --> 00:11:33,666 The other one is to use the multires modifier, 155 00:11:33,833 --> 00:11:36,466 so you can go back to your original model at any time. 156 00:11:38,866 --> 00:11:41,200 The second point to always have in mind is one 157 00:11:41,200 --> 00:11:45,266 that has massive implications for your clothes model, which is "Movement". 158 00:11:46,633 --> 00:11:48,500 We are not making a static sculpture. 159 00:11:48,500 --> 00:11:52,033 This is an animated character, so everything we attach will move with it. 160 00:11:53,400 --> 00:11:56,866 You basically have four options to attach something to the character body. 161 00:11:57,700 --> 00:12:00,100 One is rigging, and skinning. 162 00:12:00,100 --> 00:12:02,600 Two is rigging and cloth simulation in engine. 163 00:12:03,633 --> 00:12:07,300 Three is a static mesh, and Four is a skeletal mesh 164 00:12:07,300 --> 00:12:09,966 with its own rig for physics simulation in engine. 165 00:12:11,566 --> 00:12:14,366 We will look into all these options later. 166 00:12:14,366 --> 00:12:17,400 The most important one is the first one: rigging and skinning, 167 00:12:18,100 --> 00:12:20,900 Because most of the clothes components will be skinned, 168 00:12:20,900 --> 00:12:23,766 including the hard surface elements like the Cape buttons here. 169 00:12:24,400 --> 00:12:27,600 You can't just add them as static meshes to the character blueprint 170 00:12:27,600 --> 00:12:30,733 because they would clip through the clothes and body. 171 00:12:30,733 --> 00:12:34,400 So it's important to consider how the character mesh is deforming, 172 00:12:34,400 --> 00:12:37,133 when we place props on the body. 173 00:12:37,133 --> 00:12:40,066 Avoid placing elements that would stay rigid in real life 174 00:12:40,300 --> 00:12:45,266 on areas with high deformation probability like elbows, knees, shoulders, or the waist. 175 00:12:46,533 --> 00:12:49,133 For example, rigid objects like pouches or armor pieces 176 00:12:49,133 --> 00:12:53,533 around the waistline are a common design element, 177 00:12:53,533 --> 00:12:58,166 but will give you trouble. The same goes for metal knee pads and things like that. 178 00:12:59,066 --> 00:13:01,366 You can adjust the way such elements deform in the weight painting 179 00:13:01,366 --> 00:13:03,833 and usually get away with a little deformation, 180 00:13:04,466 --> 00:13:06,833 but sometimes you will run into serious problems. 181 00:13:08,433 --> 00:13:11,933 Elements like headgear, on the other hand, are usually not problematic 182 00:13:11,933 --> 00:13:13,500 since the head does not deform. 183 00:13:14,766 --> 00:13:18,933 Helmets, goggles and similar objects can be just added as static meshes. 184 00:13:21,266 --> 00:13:23,300 Another common issue is wide clothing. 185 00:13:24,366 --> 00:13:28,300 It's tempting to add wide coats, capes and stuff like that, but it's sometimes 186 00:13:28,300 --> 00:13:31,866 close to impossible to make it look good during animation in Unreal Engine. 187 00:13:32,533 --> 00:13:35,966 Except if you go for the Alembic workflow and import a simulated cloth animation 188 00:13:35,966 --> 00:13:39,200 from Marvelous Designer. 189 00:13:40,066 --> 00:13:43,733 So out of the four options mentioned above, skinning is the easiest 190 00:13:43,733 --> 00:13:47,200 to implement and gives consistent and good looking results for animation. 191 00:13:48,433 --> 00:13:53,933 So as a general rule for skinned clothing: The closer you keep to the body, the better. 192 00:13:53,933 --> 00:13:56,700 Garment items like our cape here will be skinned, 193 00:13:56,766 --> 00:13:59,766 because we want the top part to move with the shoulders and the spine. 194 00:14:00,733 --> 00:14:03,166 But for the lower part we will have to use cloth physics. 195 00:14:04,000 --> 00:14:08,066 To sum up, there is no right or wrong way to design and model clothes. 196 00:14:08,966 --> 00:14:13,500 Every outfit will have its own challenges and issues depending on the design and topology. 197 00:14:13,900 --> 00:14:16,666 Don't be afraid to take risks and experiment. 198 00:14:16,833 --> 00:14:20,466 Over time you will develop an intuition on what will work and what won't. 199 00:14:22,733 --> 00:14:23,666 Alright... 200 00:14:23,666 --> 00:14:24,566 In the next video, 201 00:14:24,566 --> 00:14:26,666 I would like to go over some final questions 202 00:14:26,666 --> 00:14:31,100 on this part of the clothes creation pipeline, such as file organization, 203 00:14:31,100 --> 00:14:35,566 optimization, how and when to add thickness and the question of details 204 00:14:35,566 --> 00:14:38,566 And then we will proceed to retopology in Chapter 6. 19255

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