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Chapter 29: Adding and Styling Hair and Fur, and Using Cloth
                                             Creating Cloth
                                             When you start to model a cloth object, keep in mind that the model must have enough resolution so that it
                                             can accurately fold over itself several times. If the resolution isn’t defined enough, then the bending of the
                                             cloth is not believable.
                                     Note
                                     Although dynamic cloth can be deformed under the effect of forces applied to it, cloth cannot apply a force back
                                     against the deforming object. This is a scenario that reactor can handle because it deals with all objects in the
                                     scene. A trampoline, for example, is a good example of a deformable cloth surface that can apply a force back on
                                     the deforming object using reactor. n
                                             You can increase the resolution of a model in several ways. The Garment Maker modifier includes parame-
                                             ters that can increase the resolution of a mesh, or you can use the HSDS (for Hierarchical SubDivision
                                             Surfaces) modifier to increase an object’s resolution.
                                     Tip
                                     When making cloth objects, use a single-sided Plane object instead of a Box object. Using a Box object needlessly
                                     doubles the number of polygons to be included in the simulation. n
                                             Using Garment Maker to define cloth
                                             Clothes can be added to models using a method that is similar to the way real clothes are made. Each sec-
                                             tion of cloth, called a panel, is outlined using lines and splines in the Top viewport. Clothes patterns also
                                             can be imported and used. Include a break at each corner of the panel or the modifier will round the cor-
                                             ner. After you have all the various panels created, convert one of the panels to an Editable Spline object and
                                             attach all the panels into a single object. You can apply the Modifiers ➪ Cloth ➪ Garment Maker to the set of
                                             panels.

                                     Tip
                                     The easiest way to create cloth panels is to draw the entire cloth panel and then use the Break Vertex command in
                                     Vertex subobject mode to break each corner. n
                                             When the Garment Maker modifier is first applied, the panel outlines are made into mesh objects and sub-
                                             divided using the Delaunay algorithm, as shown in Figure 29.9. This algorithm uses random triangulation
                                             and divides the triangles into roughly equal shapes. This helps keep the cloth from folding along common
                                             lines caused by regular patterns. You can alter the number of polygons in the subdivided mesh using the
                                             Density value. If the Auto Mesh option is disabled, then you can update the density change using the Mesh
                                             It button. The Preserve option maintains the 3D shape of the object. If Preserve is disabled, then the panel
                                             is made flat.













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