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CLOTHREYES TUTORIAL Part 4 -- Collar by Dollpartz PAGE 1 1,2,3,4,5,6,7 |
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| Collar--slice on shirt | ||
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Well, this is what collar'll look like ... it's basically a flap extruded out from the neck, and folded over. The facing of the polys'll have to be managed properly ... and the collar will need a little thickness. Texture could be lace. |
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To add a rounded collar by extrusion we'll begin by increasing polys around the neck of the shirt, the neck's just too primitive for a rounded collar, especially that rounded corner in the collar front ... Here's a great opportunity to demonstrate a fast technique I use to increase the polys in certain areas of the mesh, involving the SLICE modifier. There are other ways too (footnote4 ***). The one I illustrate here is a little more hands-on ... Set up your viewports so you see both front and back of shirt, as shown below. [Note to self: change jpgs to gifs cuz many of these pics are too big files] |
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| With the shirt selected, add the SLICE modifier to it. *Don't be in sub-object mode when you add it.* And careful, don't confuse the SLICE modifier with the other slice button found lower down on the command panel, in edit geometry. In other words, I'm talking about the modifier found in the list of modifiers ... I find this modifier to be extremely stable, whereas the slice button has been a different story. Picture below should make it clear which I'm using. When you add it, you'll see a box show up in the viewport, and SLICE added in the modifier stack. | ||
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Click sub-object SLICE as shown below, to select it, so that you can position it. It'll turn yellow in the viewport. |
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| Pick SLICE parameters 'REFINE' and click button 'operate on polygons'. Rotate the slice plane 90 degree on the X axis and then 90 degrees on the Y axis so slice plane is positioned as follows: | ||
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| Slide plane along x axis so that it bisects the line of eight polygons front, and 8 polygons back of shirt, as shown. (You can straighten the line of polygons by moving vertices on the shirt if the slice plane somehow crosses over into adjacent polys). | ||
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4*** Never been a big fan of CUT ... it's unstable in MAX R3 ... this took me a while to accept, I couldn't believe such a basic operation could be allowed to go so weird, I consider it a bug, and I now completely avoid it. It may have been cleared up in later versions I dunno. In mine, it's basically useless. Another *good* method to add polys is the DIVIDE and TURN method. I plan to illustrate in the future. Divide edges into two, and then turn the resultant diagonals that are created ... finally I mark those new diagonals 'visible.' I'll show this in a little tutorial soon. Tessellate modifier can be used as well, but has to be tidied up after cuz it leaves five or more sided polys. |
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