Magical Outfit (CLOSED)

I'm throwing my hat in the ring. Day One. I started on a "skater skort" but the pleats aren't working out at the moment so I set it aside and started a simpler skirt. The outfit will consist of either this skirt or a pleated skort, gloves, a short top, choker, and a pair of long boots. There's a lot to learn so no guarantees that this will be finished. I will switch gears and refine the best pieces if I can't learn/finish the harder parts on time (pro tip: gloves can be *very* hard to make in MD).
Another pro tip: Using the pleats tool or pleats sewing in MD usually do not yield good results. You gotta make each pleat manually for those sharp folds.

Another pro tip: Using the pleats tool or pleats sewing in MD usually do not yield good results. You gotta make each pleat manually for those sharp folds.

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Another bust on the skort design. Added straps and buckles. For whatever reason, the 3D pen tool wouldn't properly draw across the dart, so stopped fighting it and moved the straps over. They're decorative anyway, not functional. It's dinner time so I'll make the eyelets tomorrow.


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So far. I am dreading the gloves. *very* hard to make in Marvelous. If I have lots of issues, I'll just do armlets for the contest.


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Pinspotter
Karma: 5,496
Tue, Jun 06, 2023I hope so. I'm back to working overtime and I'm going to be really tired over the next several weeks. I'll just have to chip away at it.
I've been sidelined for a week. Working overtime (again). But I managed to retopologize the boot tops in Blender, and decimate the once-attached zippers from Marvelous. I also made some quick armlets in Marvelous. This is my first attempt with Retopoflow 3, aided by the shape key trick for "easy" retopo over the Marvelous 2D pattern.
I'm still working out in my head, on how to approach the rest of the boot design. Thinking about short platform treads, that should be easier than heels.

I'm still working out in my head, on how to approach the rest of the boot design. Thinking about short platform treads, that should be easier than heels.

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An illustration of the shape key process. You import both the 3D model and 2D pattern arrangement from Marvelous, apply the shape key to the 3D and 2D Marvelous models, then retopo the flat geo. You then use a surface deform on the retopologized flat geo, using the Marvelous flat geo as the target.
Everything was applied at this point so I had to bring everything back in and re-do the shape key for illustration. Posting this because it is a great way to retopo clothing from Marvelous. It's clean as hell once you line up the seams and merge your verts.
Everything was applied at this point so I had to bring everything back in and re-do the shape key for illustration. Posting this because it is a great way to retopo clothing from Marvelous. It's clean as hell once you line up the seams and merge your verts.

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Just over a week left. It is highly unlikely that I will finish in time. I logged nearly 50 hours last week at work, looking like the same this week. Working six days a week for three weeks now. Anyway, I managed to figure out how to model the platforms. I have no idea how I'm going to model the parts in between the soles and the tops. The only parts of the outfit that have been retopologized so far are the boot tops.

In theory I can have a finished render of the outfit with materials applied, but I would have to do that in Marvelous, and simming something besides a t-pose might make the whole outfit blow apart. But I will try. Now, you might say, "eh, just drop it all into Studio and let it weight map everything, easy peasy" but that's not how it works when you're not using proprietary Genesis. So I have to either sim in MD then render in MD or export the sim to Studio and render there. Or, learn how to convert the geo to conforming clothing in Poser, then fitting it onto the character in Studio.
Either way, it isn't going to be ready for distribution, if by some miracle I get the whole thing finished with a finished render. When you have approx. 8 hours a week to devote to an entire outfit, and it's technically your first full outfit, and don't have the benefit of having a teacher, it's gonna be slow. But I'm trying. I mentioned in an earlier post that I modeled some quick armlets. I'll slap everything I have made in Marvelous together, at some point, and post a screenshot.

In theory I can have a finished render of the outfit with materials applied, but I would have to do that in Marvelous, and simming something besides a t-pose might make the whole outfit blow apart. But I will try. Now, you might say, "eh, just drop it all into Studio and let it weight map everything, easy peasy" but that's not how it works when you're not using proprietary Genesis. So I have to either sim in MD then render in MD or export the sim to Studio and render there. Or, learn how to convert the geo to conforming clothing in Poser, then fitting it onto the character in Studio.
Either way, it isn't going to be ready for distribution, if by some miracle I get the whole thing finished with a finished render. When you have approx. 8 hours a week to devote to an entire outfit, and it's technically your first full outfit, and don't have the benefit of having a teacher, it's gonna be slow. But I'm trying. I mentioned in an earlier post that I modeled some quick armlets. I'll slap everything I have made in Marvelous together, at some point, and post a screenshot.
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I have a day off, so I retopologized the armlets and the ruffles portion of the skirt. After dinner, I may start on the skirt body and straps. I think I'll re-model the eyelets and buckles in Blender, that would be a lot easier than dealing with how Marvelous makes such things.




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Skirt retopologized and UV mapped. The top edge of the ruffles have yet to be merged to the bottom edge of the rest of the skirt. My "weekend" is over again, so it will be slow going until next week. During my work week I will dig deeper into Poser rigging. If I can get it to work, things will be a lot easier for rendering a final image. My confidence in that is about 50%.


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