How to make organic clothing?
So, I have seen a lot of designer making this organic looking clothing, and I was wondering if this was done in CLO or in other programs like C4D/ Blender. If they are made in CLO could anyone give me tips on how to make shapes and patterns like this? Also if anyone knows of any tutorials about this type of clothing you'd be a lifesaver!
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ottoline I see that you answer tons of questions on here and are very knowledgeable if you have any guidance I would greatly appreciate it!
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Most of this is hard modelling and can also be done using node graphs to recreate the complex detail. Software like Nuke (Foundary) and C4D (maxon) Nodes, Rhino - Grasshopper ec-stream that can take para-metrics into full automation & manufacturing .... And of course the very free > Blender 3.2 with generative modelling with the vanilla geometry nodes inbuilt to blender 3.2 and blender addons like Sverchok and tissue modifier addon.
So the process is typically to create a core smooth surface outer garment and then assign additional 3D hard surface models to that mesh by binding them to the face or vertex of that simple outer shape. Then to drive that organic (parametric) model of the stylized details you want across the surface using maths driven drivers to organically change the shape between elements. This might include adding weight mapping, some animated forces (magnetic drivers) to pull the form for any particle based repeat 3D model applied to the general surface. So this can be easy and quick to do, and very complex based on the combination of node based setups you include in your model.
Here is one I created below using blender. Very quick to do. Maybe 5 minutes. This could be applied to a hidden cloth surface that has been retopologised outside of CLO3D as a hidden 'skin' over the body or garment and then these shapes are grown outwards to follow that thin surface. So in CLO3D you would create a duplicate of the garment or an offset garment and export as quad mesh. Then in blender you would decide on the 3Dmodel shapes you want to apply to that thin cloth model. You then bind those shapes using geometry nodes (or one of their addons) and proceed to explore the many organic possibilities by playing with the math factors and weight mapping. Once that is complete you would export it back into CLO3D as a solid model (for a static pose) or perhaps as a welded garment model (with solidify applied) if animated.
In blender you may also bind any complex mesh model to a simple thin cloth model using the modifiers. So below you can see how I recreate a complex bedspread throw rug by binding a simple mesh model to a very simple welded cloth/garment mesh export from MD/CLO3D.
So the solid weave model (below)
Is bound to the MD/CLO3D thin welded cloth export that you bring into blender. That thin mesh can then drive a more complex model.
When you use geometry nodes you do a similar thing except you are maybe working at the 'per mesh face' scale rather than the whole 3Dmodel. So dependent on what you want to achieve you might use a mixture of approaches. However the base cloth surface you are applying that geometric node onto should be created in CLO3D first as simple welded cloth at a big particle distance so when you retopo in blender you get a good base that you may subdivide with good edge flow to suit your needs. It's actually really simple to do.
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HMMMMt this is very interesting! So I gave it a quick test and have a few questions. So I made a dress in CLO3D and exported it straight to blender. From there I used the triangle meshes to make this split up dress below. When I imported it back into clo3d it broke into a million pieces lol.
So my question am I just supposed to add a cloth modifier and it is all fixed or could you explain in a little more detail how you made the rug cloth. When I bring it back into CLO3D should I try to switch it from OBJ to garment?
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Or should I only create a simple square in CLO3D then make a fabric in blender?
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Not sure if this is the "correct way" but one way I dealt with not being able to change it back into a garment or sew was to just make it a trim and put it on top of the previous dress! It actually worked pretty well and created a cute piece in like ten minutes. Thanks for the help so far!
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When you create the final model in Blender for export ensure the mesh is a welded single model.
Any UV seam line in the mesh model may 'otherwise' be treated as a separate object pattern piece and that will cause it to fall apart. You may also import as prop (not so good unless localized trim you are placing) or as an avatar object, which would mean a fixed pose is required.
When importing as a 'garment' you need to think of the model as a welded mesh, that can still have materials applied and UV's associated with it, but must have all edge vertices as single (welded) points. An unwelded mesh model will have the perimeter of the UV (mesh) pattern pieces doubling up. What welding does is it says to > process the 'mating' models edge and vertice joint areas that make up your final model into one seemless object, such that there are no duplicate defined edges or vertices overlapping between UV boundaries that might make a closed shape you cannot see due to it being butted against another pattern piece. Hope that makes sense to you. > weld edges and delete any duplicate 'stray' vertices.
In blender you may also 'group' (join) singular mesh elements together such that are one large (joined/grouped) object, this is also important if you are using sculptural elements (like in your 1st photo) and want them to work as one cohesive object. When using parenting in Blender and transforms you also need to be careful, so you may need to read up on those topics and how they can effect your exported model if you do not 'purge' any associated scales, moves, rotations. In blender you may do this in one command to clean up the model > it's under mesh object and mesh edits.
With blender add-ons like 'tissue' you can take the CLO3D model and convert to Dual mesh that will weld the model, and then you may start to play with the mesh face type etc. Alternatively you might also create your own custom mesh topology and vertex mesh that you apply additional 3D model shapes onto using geometry nodes. The options are almost limitless.
>> The 'Honey' Skirt below << (That's a tongue-in-cheek-conceptual-play the target buyer might find 'sweet' sentiment on ... for the lazy style cut-line !) To polish it off I should also put a random bee print on the gold silk 'shimmy'. A wicked fluffy pollen top, riding just a smidgen under the underbust line ... And maybe a plastic resin amber clasp on the waistband ... with a male 'drone' insect helplessly trapped inside.
:-) Buzz ... buzz!
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ottoline Haha I love this fit it's beautiful. I'm not even going to lie I read all of your threads because they are so dang useful. SO I am going to shoot my shot and ask if you would ever consider having an apprentice. I know you are probably super busy, but I learn so so much from you. I would do anything to have weekly meetings with you to go over my work and learn how to improve or help you with projects. I just truly want to learn. Even if I have to just choose forums post from your previous comments for weeks and just show progress from what I did before to after I applied your tips to show you how serious I am. Anyways thank you again for everything you do for the community I appreciate you so so much.
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