The Ultimate Guide to Creating Complex Outfits (Part 2)

The Ultimate Guide to Creating Complex Outfits (Part 2)

Creating complex outfits in Daz Studio requires extra levels of knowledge and experience. It isn’t easy to find a “How to” guide on creating good quality long dresses, full length skirts, long sleeved or multi-layered outfits.

This five part tutorial series creates these types of outfits in detail. It shows you in step by step fashion. In addition there’s tuition on creating matching jewellery to boot!

In this second part we walk you through the entire UV mapping processes.

Used in this tutorial: Daz Studio 4.9 Pro, Hexagon for modelling, UV Mapper Pro and UV Layout.

Presented by Arki (Kim Schneider) who has been a long term vendor of complex garments at the Daz 3D store and previously at Runtime DNA.

Duration: Tutorial video runs 2 hours and 4 minutes

Session 2 : “Tame the Beast – Groundwork for Texturing”

The usual Suspects: Tris, n-gons and their associated problems
Material Zones a la Model: What are they and what can they do for you?
Four modes of mapping: Planar, box, cylindrical and spherical projection as examples for simple UV mapping models in UV Mapper Pro
Flattening for Winners: How UV Layout can work miracles on distortion free UV maps.
Master Secret: How material zones can help you with your UV maps

  • Presentation Details Session 2
    • Intro and Overview
    • Overview of this session
    • Importance of quads and accurate UV maps
    • What is an “n-gon”
    • Finding n-gons in Arki’s dress
    • Mesh density recommendations
    • Comparison of quad mesh vs triangle mesh
    • Material zones
    • Assigning shading domains and renaming them
    • Using UV Mapper Pro
    • UV Mapper pro – interactive Project Mode
    • Interactive using cylinder projection
    • Checking the final map
    • Mapping with UV Layout
    • Selecting and detaching using materials
    • Dropping the shells to the UV mapping space
    • Using autofit
    • Flattening
    • Getting rid of round shape “stitching”
    • Getting rid of “kinked” maps
    • Problems between UV Mapping sessions. Ratio between pieces changes.
    • Nudge the mesh using the “smoothing” brush
    • Flattening and Nudging
    • Welding pieces back together in UV View
    • Mapping identical parts using mirror – procedure
    • Preferred size of UV Maps
    • Dealing with unused UV space
    • Stacking UV Maps
    • Rectangular Mapping
    • Class Member Homework Review

BiTC – Session 2 – UV Mapping


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