Exporting Topstich as polygon strip or curve

  • Angel Angel Comment actions Permalink

    Yes you can do this using the toggle to export internal lines and then stroke that object nurb in your modelling app into a custom stitch. This is how I have been making realistic stitching for over 8 years with MD. And strangely you are the 1st person in 8 years to be so bold as to want to do this. Which make you in an exclusive club of two. But boy does this method leave the internal MD stitching in the dust, so many users could take their garments to the next level if they were also so bold - but then again maybe they are taking the easy way out?


    Instead of placing stitching on external pattern lines it may require you to offset some internal lines where you want your stitches, these can then be exported as a separate named layer and as object nurbs using the object export option in MD. Then in your modelling app you can globally pick up that set of object nurbs and apply a simple custom stitch to that object nurb. It will perfectly follow the cloth and you will get amazing stitching detail based on what you model and stroke. The benefit is  you can apply an awesome array of custom stitches and also pucker at the same time, and even more detailed yarn in your stitching.


    Another hug advantage of this process (and I mean 10X better than the MD internal stitch library) is you can tile match all your terminators for edges corners and stitch ply colors using the same type of custom configurator you have in MD - but instead in your next modelling app, so that all this is automated (what I do) so - you can swap out all your colors, stitch yarn ply twisting, stray hairs, needle hole, pucker, edge role etc all on a thin mesh - no need to ever export a thick mesh again from MD.


    So there are huge advantages in going this way - but only for those whom are maybe brave. The results stunning, the trim edge possibilities 10X the advantage of using the MD stitching which is all a bit feeble. And then you can also use the same method to strike in other detail like beads, trim, tassels, sequins, macramé, embroidery.


    And then simply take that to the extreme and photoreal seam combination (below) using digitization and CG stitching and trim. So you cannot see how it is blended. How I make all my clothing edges, seams, and stitching - 10X better than the stilted look of the MD stitching.


    Weave spin (ply yarn) direction using 3D model and then turned into fabric textures, porting real weave files into blender for rendering. Your own CG weaving machine can also make stitches.







  • Havtorn Comment actions Permalink

    Angel Angel 
    Wow, thank you so much for that exhaustive answer. I had almost given up on this functionality existing - it seems like such a powerful thing to be able to do that I would have thought people would have been shouting from the mountaintops how to do it if they could but I couldn't find anything about it anywhere.

    Thanks to your answer I was able to do exactly what I needed to do: create a tilable stitch polystip that follows the surface of the model. Although I'll admit that looks a bit basic compared to your examples now. :D But I can definitely a ton of potential with zippers, frayed edges, the works.

    The only trouble I had was getting the orientation of the stitch to follow a twisting surface when converting it to geo. I was just using Maya's "Curve To Ribbon Mesh" function though.

    The solution I ended up going with was exporting two internal lines instead of one and bridge between them, but that was a bit finnicky and maybe there's a better option?

    Going by your screenshots I'm guessing you use Blender, are the tools for this sort of thing better there?

  • Angel Angel Comment actions Permalink

    Yes it's a bit bonkers that everyone uses ZBrush to painstakingly put in their stitching across a garment and I do it in one click with perfect precision and photoreal. But there you go , stuck in some Adobe Doctrine and mindset of being force fed how to think for oneself !


    I broke free many years back out of frustration that the detail wasn't being provided and now I  actually make all my seams and stitching with Blender as it's a maybe deeper for customizable (coding) than maya, so I actually have a workspace dedicated to this specific and important task for photoreal garments, also works with my WIF weave loom texture projection capability that uses the same simulation engine to create weaves automatically from the actual loom textile data.

    I tend to make all my garment elements as generic (scale-less) library elements, I literally have thousands of these details that include all stitching, pucker and creasing frequency split out. (see welt pocket below and 'jet' button holes, only I might toss in some extra creasing detailing in the texture maps.)


    So the basic MD model above for that detail and then below (jet button hole) with all the extra texture detail tossed in makes it really pop.

    And I can drop on any fabric texture or colorway and it just works as all the crease and stitch frequency is totally editable in realtime, in a few seconds.

    In blender there is Decal machine, so you can actually bake all your 3D model seams and stitching down to a library and it is then fully editable , color, pitch, width, stitch type, thread colorway etc. So it's like having the stitch property editor in your CG app, only way more detailed and controllable across the entire garment.

    If you use trim sheets (which is how I do it for a stitch library collection of matching trim elements, then you can reuse that on any new project garment. So in theory I have about 5.6million possible garment stitch types, with pucker and yarn ply and machine pitch, way more than I actually need.

    Above you can see that you can simply replace stitching with a trim sheet element, like a cord or zip or other linear repeat detail, all perfectly in the normal direction. Far better than what is in MD, as you have a lot more creative control across seams between patterns.

    So with a single internal line or even a pattern edge you can load up - a saddle seam that stretches across two patterns on a thin mesh, no need for thick mesh exports as you can determine the edge normal radius and depth of the mating edges in realtime. a much better and faster way to work. Drag drop and edit, I could also change the stitch pitch, need hole diameter and AO shadow in the seam, all editable in about 1 second.

    Above you can then combine the stitches with pucker and strat to get some real seam edge verstaility. CLO3D only just bought this in after me harping on about how they were all missing this for the last 5 years. Silly but there you go.

    And then I mix this in with A.I. and custom weaving eg: macramé and knots so it's possible to get unbelievable detail. It's how I simulate a real detail before manufacture, been doing it this way for years.


    So from a single circle you can create a multiply yarn that is woven into a stitch, all done para-metrically which means you can throw in particles for strands and stray fibres etc that also model using hair shaders as opposed to solids, which is how I do my weaving textures, keeps it all random and photoreal. So for me Blender is a powerhouse for fashion, better than modo and max for this type of work. And it;s cloth sculpt tools really accelerate custom detailing tools. So although I could use other apps, BL is simply stronger for this as it's all integrated with node graphs tools like geometry nodes. So frankly I have a detailing factory on my desktop that can spit out any organic detail in seconds, making it fully editable and usable as a library element. I have thousands of these type of details, by far the biggest part of my CG garment library. And in MD/CLO3D you get a few stingy trim details - wow, fashion is all about the edge detail and trim, not just the styling cut. A missed opportunity I think, that needs to be rectified. Maybe in MD12?

    You can actually set up a basic 3D model that bakes down to trim sheets that allow you to then slice and dice the model into many seemless integrations that work across garments, so this is a generic setup that allows for hundreds of custom editable maps in a single click. This collection then gets split out into a standard library collection, so I add in buttons, button holes, zips, seams, stitching, brooches, buckles, clasps etc all in one model, that is parametric and hooked up to A.I. to drive the design all from sketches (blender grease pencil). That way it's full creative control to get a matching set of trim for a category or style of clothing in less than 10 minutes, all photoreal and it loads into library for re-use on any other project. So MD have taken a very old fashioned approach to what is perhaps one of the most important elements in fashion - the 'notations' that accompany all garments.

  • macsayem Comment actions Permalink

    Angel Angel would love to see more of your workflow. Do you have an Instagram by any chance?

  • Angel Angel Comment actions Permalink

    No not on Instagram, twitter, artstation,  thank goodness. I don't need to feed some PR monster underbelly.

    Staying schtum is an art-form.


  • macsayem Comment actions Permalink

    Angel Angel how do you develop your tileable assets (puckering, wrinkles, etc.)? Been playing around with a couple different methods such as using dabarti capture to scan different parts of garments.

  • Tim Smith Comment actions Permalink

    Sorry to resurrect this thread, but I'm new with adding stitching. I'm at the stage now where I'm exporting out the clothing I've made into ZBrush/Maya. I've read not to bother exporting out the stitching and buttons and to add those separately in other packages...? From what I've gathered from this thread, am I right in saying I just need to convert where the stitching is on my clothing, when exporting, to NURBs/curved lines...? And then use those lines to make an array of stitching in another package...?


  • Angel Angel Comment actions Permalink

    Tim smith - yes you can export the MD internal line (offset where you would place the stitching on the cloth pattern) as an object nurb along with your model. It's an option in MD on export. Then in blender you can select those separated object nurbs and stroke them with either a tiled image map (eg: using decal machine) or as a 3D repeat stitch model and bake down as a texture. That keeps your 3D model stitch editable (or in a non destructive workflow). Your choice > image tiles or 3D models in your next workflow.


    The other option is to use the MD exported stitch model (which might be limited in stitch type design choices to only there library choices) as a 3D model and separate that model layer in your modelling software and bake it separately as a stitch only image layer. The downside to that is it makes the MD export 3D model massive and it is not a non-destructive workflow.


    If you create your own seam stitch models you can do extra things like make a single seam line between patterns become a stitch and seam line with pucker and double stitches for example (ie: saddle seam) > so one object nurb could drive a more complex stitch repeat on a thin mesh model with nice rolled edge normals rather than sculpt in all that detail to a thick mesh. So creating your own stitch and pattern edge models starts to leverage what you can achieve in pattern edge trim.


    For example I actually can swap out a pattern edge seam for a embroidery trim edging ... with a less transparent seam so it looks like it has been double folded back on itself - all from simple library map selection as my texture tile maps are at a ratio are uniform across my library. eg: I can also assign a scalar to get a mix of results > leading to more complex options and drag and drop texture control. These are technical things that are maybe missing in MD and even inside CLO3D that you can build into your own custom seam and stitch and trim patern edge system, which opens up what you can do - quickly.



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