View Full Version : Question:
newbie47
09-04-03, 03:55 PM
Is there a method or a zscript to make a 3d plane take the shape of another object in the screen, to make clothes or other stuff? :qu:
WingedOne
09-04-03, 04:06 PM
One thing you could try doing is to use the MRGBZ grabber tool and use the resulting depth grab of the document (stored in your alpha pallette) as an alpha selection on the plane and using offset.
Check out the alpha century landscape tutorial located in the quicklinks or you should also have a ZScript how the Alpha Century landscape was done.
newbie47
09-05-03, 02:09 AM
I tried your method and it didn’t work but not because is not good but because I can grab my shape with the grabber because it is a complicated shape and not all the sides are visible so the alpha is not what I wanted. Can I do something like that with morph?
WingedOne
09-05-03, 04:37 AM
There are two methods I usually use for making clothes.
One is if I made the figure out of a ZSphere model I make a copy of skinned ZSphere model and model the clothes out of that. If I want to do a shirt and a top separately, I might delete everthing from the waist up in the Zsphere model and model the pants out of that for example.
The other method would be to model the clothes directly onto the ZSphere model using combinations of deformation masking and other modelling.
Modelling the clothes directly on the model was the method I used for this image:
http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=012183
One other approach is to mask your model where you would like the clothes to be. Next, use Tool>Modifiers>Selection to invert the mask. Now only the clothing area will be unmasked.
This mask can be used to control deformations, such as Inflate (a very handy one for creating clothing). Then you can invert the mask again and hide or delete the remaining points. Once you have your base clothing shape, feel free to sculpt extra details such as pleats, hems, etc.
Incidentally, if you wish to save the mask you can press Tool>Modifiers>Selection>Create Alpha to convert it to an image in your Alpha palette. Be sure that the model has UV coordinates first, though! (If you are using a ZSphere skin, you do this by creating a new texture for the model and then choosing one of the choices in the Tool>Modifiers>Texture menu -- such as AUVTiles.) The alpha that is created is based upon the model's UV mapping, so that it can be wrapped back on as a mask correctly later.
newbie47
09-05-03, 09:31 AM
Good idea but how do you delete a part of a modeled zsphere and keep on editing???
newbie47
09-05-03, 01:29 PM
Thanks i saw the answer in the Feedback & Troubleshooting section. But how can you select only one side of the mesh cause when i hold CTRL and paint the mask, the other side also gets masked? :mad:
When you drag-rectangle a mask across an object, both sides will be masked at the same time. To get rid of the extra masking if you don't want it, follow these steps:
1) Rotate the model 90 degrees
2) Hold down Ctrl+Alt and drag across the side that you don't want (Alpha 00 works great for this).
Ctrl+Alt unmasks, while Ctrl alone masks.
Powered by vBulletin® Version 4.1.11 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.