Dress Making and Rigging Tutorial Custom Bones 02 by SickleYield, journal
Dress Making and Rigging Tutorial Custom Bones 02
Link to Part 01
In this Part 02 of our journey into making and rigging a dress with custom bones for Genesis 8 Female, we will progress into simulating to add folds and setting up our UV map, material zones, and vertex groups.
Once your clothing's geometry is complete, and has been subdivided enough to create mesh details, you can use Blender's cloth simulation to add some folds and wrinkles. An important first step is to create a pin group in our vertex groups.
I will left click to select my dress, if it's not selected, and then hit tab into Edit Mode in Blender. On the right of your screen there's a little green triangle . This is the Object Data Properties tab, and at the top of this is the Vertex Groups panel. Hit the little plus sign at the top right side to add a vertex group.
It's just called "Group" right now. If you click and hold on the name, you can rename it to anything you like. This is a temporary vert group anyway, we're going to delete it when we're done
Dress Making and Rigging Tutorial Custom Bones 01 by SickleYield, journal
Dress Making and Rigging Tutorial Custom Bones 01
Please find the video on my YouTube channel here.
For those who prefer a text reference, I'll do my best to replicate the important points here.
Link to Part 02
Link to Part 03 (Just use this one if you already have a mesh with vertex groups and just want to rig it)
WHAT YOU NEED:
-Blender 2.82 or higher
-Daz Studio 4.15 or higher
-Genesis 8 Starter Essentials installed; these should come with your DS installation or be available in Daz Install Manager as soon as you have signed up on daz3d.com.
A WARNING AND DISCLAIMER:
Making clothing is very time consuming and something of an elaborate multi-step process. Save a lot. Don't get discouraged. It gets faster as you get used to it. The methodology you would use to create a garment in Blender is also very different from what you would use in Zbrush or Marvelous Designer, so if you already have a workflow for those or another modeling program and an exported obj with vertex groups assigned, feel free to skip to whatever part
Due to DA's love of AI art, I have deleted my old gallery and those works will not be returning. I may soon post something, but it won't be like the old days.