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Oleg Pugovkin2017-09-26 15:20:29
Programming
Oleg Pugovkin, 2017-09-26 15:20:29

How can I translate the character of the game, along with real clothes, into 3D format?

Good afternoon.
Non- trivial task:
1) It is necessary to translate the character into 3D (this is more or less clear).
2) It is necessary to transfer real clothes (for example, taken from a store counter) into 3D format - how is this possible and is it possible at all?
3) It is necessary to implement the possibility of changing the size of clothes for the character (and for his possibly changing parameters - thicker, thinner, ...).
Something similar was implemented in The Sims - https://www.youtube.com/watch?v=82jDkTiEd8s&index=...
a664f48425a25e722a9455916406f8e535d118c6
Maybe someone has real experience or just good ideas. We need at least general implementation steps.

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4 answer(s)
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Saboteur, 2017-09-26
@saboteur_kiev

Well, or take a 3D editor and create a model.
Or take a 3D scanner, put an object on a mannequin and scan.
I don't even know which is faster. But if the second option is properly organized, then it is potentially better.

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Daniil Basmanov, 2017-09-26
@BasmanovDaniil

You take an artist, put him in a well-ventilated room, and send him out to model for a few weeks. Scanning is only suitable for textures, model meshes after scanning are dirty, it will be difficult to animate them. If the character will just stand still, then, for example, the breathing animation can be faked by the shader, in which case it might make sense to try to scan the items. But, again, where will you do it? There are two such offices in the CIS, and it will be expensive to send clothes abroad. Making your own stand for scanning will cost a pretty penny and many months of experimentation and development. A lot still depends on the information available to you, for example, if you have clothing patterns, then, theoretically, you can export them to Marvelous Designer. Maybe even automate something. But most likely you don’t have patterns, clothes are only one size or only in photographs, there is no money, and time is running out. In this case, the most viable option is to have several artists model clothes from refs, if desired, the process scales well enough.
You can change clothes for characters using blend shapes, in different editors it is called differently, but the point is that you set the boundary positions of the model grid, and then parameterize the model in the engine and get the desired shape. Again, this is easier to do on handmade models rather than scanned ones. Alternatively, you can move the vertices in the shader along the mask and make the model thinner or thicker programmatically, but then it will be more difficult to control the appearance of the model and repair self-intersections and other artifacts.

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Mountaineer, 2017-09-26
@Mountaineer

1. A human model needs to be dynamically generated, just a 3D model from the editor will not work. You also need to generate clothes of the right size.
2. Clothes. This is just a texture (human coloring), that is, when changing clothes, we change the model to the right one in the right clothes and change the texture.
For fun, you can start googling with "3d model of body generation".
If this is an order, then you will not be able to deal with such questions within a reasonable time ...

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DollyPapper, 2018-01-13
@DollyPapper

The 3D scan option is a stupid idea. If the model is not static, it is intended for animation, in any case, you will have to model it. There is such a package used by fashion designers, but the guys from the departments of modeling, for games and for movies, have gone and started using it too. Very good clothing simulation, that's just the basic one. In literally cut clothes in the program as you would in real life, but in any case, you will have to cut it further in max. Textures only draw. Of course, there is such a thing as photogrammetry, but I won’t say at a glance whether it is possible to create only a model from photographs in it, or it will also work with textures, it’s too lazy to google, do it yourself. In any case, you need a modeler with little drawing skills.

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