Nomer Adona is an art teacher at Saigon South International School for international Baccalaureate Visual Arts and Advanced Placement Art. Through his blog SketchUp and Vray Resources , he shares to the community different resources that we know and have: Vismats, Visopts, SketchUp models and components with Vray settings ready to be imported to a new scene, textures, hdri, written and video tutorials, links, ies data and others.
Modeling clothing in SketchUp is not difficult at all. Here is a simple quick workflow on how to do it quickly.
One of the best thing in SkechUp is the ability to project the image.
One of the best thing in SkechUp is the ability to project the image.
Step 1: Importing reference image.
Step 2: Tracing the outside boundary using line tool
All you have to do is to use line tool and trace the boundary of the Tshirt, then pulling it with push pull tool.
Step 3. Adding subdivision
To add subdivision, simply copy the bounding edges (not the face) and paste it twice (see the image below)
To add subdivision, simply copy the bounding edges (not the face) and paste it twice (see the image below)
Step 4: Re-scale the top and bottom face.
Rescale the top and bottom face. Hold the control key so that the scale anchor point will be in the middle.
You can also use round corner "bevel face" by Fredo here.
Step 5: Beveled Faces
Step 5: Beveled Faces
Step 6: Paint Projected image
You can now paint the model using projected image option. This is important for tracing the other parts of the T-shirt.
Step 7: Repositioning edges
In the image below, I repositioned some of the lines to follow the contour of shirt.
In the image below, I repositioned some of the lines to follow the contour of shirt.
Step 8: Tracing the neckline
Here I traced the neckline.
Here I traced the neckline.
Step 9: Push pulling some parts of the neckline
After tracing the neckline and offsetting it, I used push pull tool to add depth and height. Here you can see the different heights without the projected image.
After tracing the neckline and offsetting it, I used push pull tool to add depth and height. Here you can see the different heights without the projected image.
Step 10: Tracing the sleeve
Trace the sleeve and push pull one more time.
Step 11: Reposition again some of the lines
Here is the Raw Model without smoothing. Generally you can even use this with projected image and soften edges. If your model is far from the camera, this is more than enough to fool the viewers eye.
Step 12: Smoothing
For high poly models that you want to use even near the camera, we can further sub-smooth the models. All we need to do it to select the model and subdivide it with 2 iterations.
For high poly models that you want to use even near the camera, we can further sub-smooth the models. All we need to do it to select the model and subdivide it with 2 iterations.
Here is the result
Step 13: Further sculpting
Once again using the sculpt tool script made by BTM. Download it for free HERE
Here is the finish model
RENDERED VIEWS
http://sketchupvrayresources.blogspot.com/2011/12/skechup-modeling-series-no2-nomeradonas.html
Hope this will encourage you to model and not keep on looking everywhere for models.
Nomeradona
Hope this will encourage you to model and not keep on looking everywhere for models.
Nomeradona
Cross Posted from Nomer Adona’s SketchUp Vray Resource
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Published By
Arka Roy
www.sketchup-ur-space.com
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