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and an other big one. this opens up so many possibilities. from fixing up topology to adding extra details to a garment

the idea is to use the mesh that comes out of md and use that to move an other mesh into place.

to test this i made a simple stocking, and exported it to 3ds max. applied a morph modifier to it, so now i have the pattern and the wrapped cloth both inside 3ds max. lets call that mesh the controller

now i need to create a fishnet mesh with a good edge flow 

now this is done i need to attach this fishnet mesh to the controller, so when i morph the controller the fishnet moves with it and it wraps around the leg

now lets move the fishnet over to daz, and do all the daz things so the fishnet works properly inside daz

hurray, now we have a fishnet mesh, that has actual thickness to it, with a proper edge flow. and since this is good topology, any modifier we apply to it in daz will give clean results

and a very clean uv mapping as well

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Parker Hansen

look what you caught in your net a nice pair legs.

Dolomaticus

Does this work on the whole leg, or do you have to do separate work on the feet? So you can now get the right thickness on a garment before putting it on, this sounds like a time save indeed, great work Nishi!!!

saphirenishi

it works on the whole leg as well. i just have to set things up and 3ds max is doing the rest. its not a time saver though. this is actually adding more time to finish a project. but its more like things are a lot "cleaner" and no weird edge flows