Has anyone tried to do something like this before? Are there good, reliable ways to acheive this goal? I have recently been contracted to model character shapes whose intended application is to be used to create a series of patterns to be cut and sewn together and filled to recreate the modled character. It is also intended to have a certain design to be applied to each section so, when sewn, it takes the form correctly and aligns with each subsequent part. The closest I have seen to this workflow is texture wrapping skins around low poly figures for the gaming industry. Would something like that work for this application?
Hello Brian,
There are a number of ways to create repeating texture patterns or 3d geometry in Zbrush, but I’m bouncing off your description a bit. Could you illustrate with more detail what it is that you want to do? I don’t immediately understand the concept of “cut and sewn together, and then filled”. Are you referring to literal sewing? What do you mean by “filled”?
Thank you!
What I mean is that my digital model is being used as a form to create something physical in reality, made of cloth, which is sewn together at seams and filled like a stuffed animal or inflated like a baloon. I am looking for ways of slicing my model into different polygroups , flatten or unroll it into a pattern peice which will be replicated in cloth. I also need to apply specific patterns to the parts that will have to align in specific ways to properly create the form. I thought about using spotlight, but I dont know how to do that without distortions around curves. Did I do a decent job of explaining?
I’m sorry. This is not a production process I’m familiar with, and I don’t understand your needs from your brief description. I don’t know what is possible, or what form the geometry needs to take in order to be reproduced in cloth.
You can flatten a mesh with the Morph UV feature in the UV Palette if your mesh has UVs. Maybe that would be helpful.
No idea about how to do this in ZBrush but this sounds like pattern making from dress/clothing design. My Mum used to do that a long time ago. I’m guessing you slice up your model and polygroup accordingly. The new Zmodeler slice and PG actions in 2021.5 might be useful for that. Then UV based on PGs and flatten as @Spyndel said. Perhaps google dress/cloths pattern making for more help on how to best choose where the seams might go. Good Luck.
you understand perfectly, as this is much like what a seamstress or costumer who does mascot costumes and body pods would do. Thank you for the suggestions, I will let you know how this works