How do you create this puckering along internal lines?

  • Angel Angel Comment actions Permalink

    I assume you are referring to the : Mens Denim Dungarees

    If you have a single 'baked' UV normal map you can assign and paint in a pucker map to your Normal UV image on the 2D pattern layout for the garment. So it might be that the pucker maps were created externally using a texture editor for baking UV maps where it is possible to create a pattern size UV map and then re-apply it back in MD to the pattern pieces. See the UV Editor workflow in MD and assigning fabrics to pattern pieces.

     

    However if it is a small rectangular tiled pucker map it might be an error where that item is listed as created in MD10 where it might actually be created in CLO3D and use the seam pucker tile map. Unfortunately that feature is only found in CLO3D.

     

    I have used MD for 8 years and there is no internal pucker map tool found in MD10.

     

    I suggest you go back to MD and ask if that model was created in MD10 or CLO3D in this instance.

     

  • Treehouse Digital Comment actions Permalink

    Hi, Yes, it is Men Denim Dungarees. This is the map that was used for those puckering

  • Treehouse Digital Comment actions Permalink

    The puckering moves when I move the internal line which makes me thing that it is attatched to it. So I assume this was done in CLO3D. It would be great in the future if this feature would be included in MD. 

    What features does CLO3D not include that MD have?

    Thanks,

    D

  • Angel Angel Comment actions Permalink

    That's definitely looking like it was authored in CLO3D as a start point for that detail to be a custom tiled pucker map, and then maybe developed further in MD.

     

    Some tips:

    When you open a garment project file there is the ability to check it's digital meta data (if that was entered) in theory any garment being passed on that I do always has this garment information placed int for compatibility back story reasons.

     

     

    There is also a garment file history log that you can view and in it there is the User ID, File version and software version used. Below you can see where I have opened and edited another origination garment and it has logged my ID in the files history 'provenance'. That can be a good way to pin-point what registered artisan and workflow along it's trajectory. The software version ID is also given ...

     

     Under your user account ID is a list of the software ID's as they were issued after updates. This listing basically tell you if it was CLO3D or MD. Which is a bit cryptic to non-users. However if you check the software releases in chronological order you will note that as the MD development is a spin off from the CLO3D development the number version structure is different. So this lets you know if it was authored originally in CLO3D at the start or MD.

     

    I can tell that the image above (for the dress was created in CLO3D as it's last version is 6.0.534.32822 and that is not in the MD software releases list so that immediately indicates it was done in CLO3D and in this case I received that garment item from a user whom did it in CLO3D, so this is correct.

     

    If you check the files last few history log ID's that should at least indicate where and whom created, edited that garment and hopefully let you know if it was created in CLO3D at some point.

     

    Hope that helps you.

     

    NOTES:   :-)

    The puckering inside CLO3D is really good for generating these detail fast on a garment and baking out a composite map normal using the UV editor workspace. So that is definitely handy for speeding that up for CLO3D users whom render in the software with the vray builtin render engine. 

     

    However CLO3D lacks the new MD11 topography toolset that is beneficial for VFX low poly models and so Marvelous Designer [MD] is really more to do with plugging into a VFX pipeline down stream where you would create your seam edge detailing using texture painting or other softwares.

     

     

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