Project Maiko: Adding and Adjusting Outfit Weights

Project Maiko: Adding and Adjusting Outfit Weights

This post shows a step-by-step workflow for copying vertex weights from a body to its clothing, and then adjusting them to work properly. This is not about how to use Weight Paint mode or it's tools, it is about what to do with those tools to get good results. It assumes you have basic knowledge of Blender 2.69's tools and interface, a rigged body to work with (I'm using one from MakeHuman), and some sort of close-fitting outfit. Working off an already rigged body is a good way to learn, but if you have no experience with Weight Painting or Rigging, look up basic tutorials first.

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Project Maiko: Understanding Outfit Details and Weights

Project Maiko: Understanding Outfit Details and Weights

Now that we have a base mesh for our bodysuit, we can start detailing. This post is not about how to use Blender's tools to build shapes, as that is already covered by many modeling tutorials (although if people ask, I will write about it). It is also not a walkthrough of building any specific item. This post breaks down the vertex weighting issues related to mesh complexity, detail construction style, and flexibility. This information will hopefully help you construct your details in a way that will be easy to work with when setting up your vertex weights.

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Project Maiko: Creating the Base Bodysuit

Project Maiko: Creating the Base Bodysuit

I have shared what I know about using MakeHuman to create bodies. Now, I will go over the creation of Maiko's outfit. The modeling techniques used were not particularly complex, and there are many tutorials out there that explain how to use Blender's tools to create shapes. I am going to write about the less covered, and more tedious issues of constructing decent topology, and using vertex weights to rig your outfit.

NOTE: This article contains images of uncovered anatomically correct 3D female bodies. It may not be considered appropriate in some work or school settings.

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