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Full Version: can moi do this easy

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From: pixelhouse
5 Dec 2017   [#9] In reply to [#8]
Hi simon,

more expense, but more experience too.
1. I will try to explain my workflow: 1st. I'm moddeling an helix with an low polycount.



2. In the second step I add an "Cloth"-Tag to the model an set the properties for the simulation (forces for: gravity, wind xyz, turbulence and so on)
I play the animation forward and stop it when the cloth have nice wrinkles surface.

3. Convert the model to an polygon object and export it as an obj.
4. Import to ZBrush: Import and deform the low mesh with the move brushes (an alpha for more folds)
5. Subdevide the model and paint more details

thats it :)

Regards,
Jörg

Image Attachments:
screen01.jpg  screen02.jpg 


From: Frenchy Pilou (PILOU)
5 Dec 2017   [#10]
<< Its a shame that so many different softwares are needed to do these things.

Even you want stay inside Moi : today you will not have "material" and / or "Texture" (bump etc) for realistic photo rendering! ;)

a cool free one (maxi 1920 * 1080) can be Simlab Composer Lite! ;) http://www.simlab-soft.com/3d-products/simlab-composer-lite.aspx

This is a simple surface 3D inside Moi exported to SimLab in OBJ format! ;)
10 seconds for make the form (thx distort curves) : 1 second for export : 3 seconds for render (depending of what material, texture, bump etc...you choose :)

From: Frenchy Pilou (PILOU)
5 Dec 2017   [#11]
About the Flow Function ;)

Deform manually a sphere (10 seconds)


Flow Function (10 seconds)


Export (1 seconds)+ Render (3 seconds) (magic textures who gives holes! )
In fact the more time losted is to choose a texture / Material! :)

From: Metin Seven (METINSEVEN)
6 Dec 2017   [#12]
As the shapes resemble cloth, you might also consider trying Marvelous Designer for this.
From: amur (STEFAN)
6 Dec 2017   [#13]
Hi,

> Its a shame that so many different softwares are needed to do these things.

Well it depends on which toolsets one uses.

I'm pretty sure you can do this too, with the free Blender software, once you have learned it.

In Blender you can model a helix too, apply a cloth sym and then use it's sculpting tools to
add wrinkles.

Regards
Stefan
From: Michael Gibson
6 Dec 2017   [#14] In reply to [#8]
Hi Simon,

re:
> Its a shame that so many different softwares are needed to do these things.

The tricky part about that is the more things you make any one software package do tends to increase its complexity and learning curve quite a lot.

- Michael
From: pixelhouse
6 Dec 2017   [#15] In reply to [#12]
There are many opportunities to get this results in different software packages.
Another solution can be: Particles with a mesher or splines on a cloner in helix order (you can deform any spline to get an absolut controllable result)
I do not know the Marvelous Designer.

Another way in Moi can be: create an helix as path curve, and a curve to define the shape.
Under transform use Array --> Curve. The result is an extrudet curve to the helix. Now you can deform the points of any curve to get the right shape.

Regards,
Jörg

Attachments:
Helix.3dm


From: zymon (FRODO)
10 Dec 2017   [#16]
Well thanks for all these comments.

I will trail a few of the softwares and see how I go......

Everything seems to have got more complicated. My original plan was to learn Rhino over xmas.......

Regards,

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