What kind of dance? I have been involved in a number of dance companies, mainly ballet and I had the honour of being a lead dancer in a Mexican folklore dance company. I have also traveled around the globe as a member of a dance company.
How to make clothes for daz models professional#
I have traveled around the globe as a professional singer for many years & have loved every minute of it, though I have always taken my art along with me. What other fields have I delved into? My other love is the theatre & music. By the age of 10 I was making my first money designing custom logo illustrations, and have never stopped.
I was blessed to have a Master Printer for a Father, so I was introduced to the world of commercial art at a very young age. I know I have been drawing & painting as long as I can remember.
My Father always said I started drawing long before I could walk. “Since this is about my life As an artist, I shall start there. SusanAnn Avery Anderson (Spiritfoxy) is a CG Content Creator and Digital Graphic Designer and Artist and has been in the professional Art field for 50+ years, since the age of 10! You can find products for sale made by Spiritfoxy at DAZ 3D, Renderosity Marketplace and Etsy
How to make clothes for daz models skin#
Time : 20:00 BST (London) / 15:00 EDT (New York) / 12:00 PDT (Los Angeles)ġ ~ Overview & Paint Programs Creating MapsĢ ~ All about the Diffuse Map | Color & Layersģ ~ Focus on the Bump Map | Embossing, Detail & DisplacementĤ ~ The Normal Map | Adding details without using more polygonsĥ ~ Transparencies | Sheer Fabrics & LacesĦ ~ The Metallicity Map | Metallics & ShineĨ ~ Ambient Occlusion Maps In Clothing | Soft shadowingġ0 ~ Questions & Answers | Discussion Part Two – Skin Assets Tinkering with Textures bonus tutorial by Tiffanie Grey (1.5 hours).HD Event recordings : searchable videos with captions.You can also use them as the starting point for creating more elaborate clothes. Apply first the Mirror modifier and then the Shrinkwrap modifier.įrom here you can work on the basic clothes you've created as you would do with any other object in Blender (reduce polygons, assign weights, add materials, etc) and then export it as a nif file to use it in your game. Take into account that once you freeze the shape you won't be able to go back again so it is advisable that you save what you've done in a Blender file as a backup and work on a new copy.Īpply the modifiers to freeze the shape of your clothes by clicking on the Apply button that is at the right of each of the modifiers. Once you are happy with the results, freeze the shape of your clothes. Or apply another modifier like subsurf to smooth the look of the clothes as shown in picture Adding the Subsurf modifier. The only difference between them is the Shrinkwrap modifier.Īt this point you can subdivide your mesh a little more, extrude parts of it or move some of the vertices, until you get the shape you want. The mesh shown in picture Adding the Shrinkwrap modifier is exactly the same than the one shown in picture Subdividing and extruding the cube. You'll see that your cube now looks like clothes as shown in the example. Click on the button Above surface and increase the Offset number until the mesh covers the body (usually an Offset value of 0.10 works for me, as shown in the picture).You'll see that after doing this most part of the mesh gets into the body but don't worry as we are going to fix it in the next step. In the Ob: box enter the name of the body mesh (Body in the picture Adding the Shrinkwrap modifier).Go to Object mode and press the Add modifier button and select Shrinkwrap from the drop down list.Once you have a rough shape of the clothes, do the following: This will align all those vertices along the z axis, wihtout leaving holes. Select all the vertices that are along the z axis and move them to the right using the red arrow (or to the left, if you have cut the left half of the cube). Click on the Do Clipping button as shown in picture Adding the Mirror modifier.In Object mode press the Add modifier button and select Mirror from the drowp down list.Select all the vertices at the right side of the cube (or at the left side, depending on which side of the mesh you prefer to work) and delete them and you'll end up with a cube like the one shown in picture Cutting half of the cube.type 0 (to center the loop) and press the Enter key.select the menu option Mesh -> Edges -> Loop subdivide.Go into Edit mode and add a vertical loop along the z axis to the cube:.We are going to use the Mirror modifier that will allow us to work only on onw half of the mesh, replicating the changes symmetrically to the other half of the mesh.