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rules
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---
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title: Armature setup
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description: Transfer and parent an armature template to your custom clothing Blender project.
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next: /art/accessories/creating/test-poses
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prev: /art/accessories/creating/texture-painting
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---
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**Rigging** is the process that enables the clothing object to move and deform with a Roblox character's R15 rig. In this tutorial, you'll parent the clothing item to Roblox's provided R15 armature and verify the Automatic Skinning Transfer data. After rigging, be sure to test out some basic poses to ensure that your clothes move and stretch correctly with any character body.
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<GridContainer numColumns="2">
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<figure>
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<img src="../../../assets/art/accessories/creating/Texturing-Complete.png" />
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<figcaption>Clothing mesh with no rigging data</figcaption>
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</figure>
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<figure>
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<img src="../../../assets/art/accessories/creating/Rigging-Pose-Tests.png" />
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<figcaption>Clothing mesh with rigging data performing pose tests</figcaption>
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</figure>
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</GridContainer>
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The rigging process requires the following:
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1. Download and append an R15 armature to your project.
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2. Parent the rig with Blender's automatic weights.
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3. Test poses.
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## Transfer armature
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Roblox provides an R15 base armature that you can import into your own project. While it is possible to create your own R15 armature rig, importing a premade rig saves you time and reduces the potential for error.
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To import the R15 character armature into your file:
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1. Download Roblox's [Rig_and_Attachments_Template.blend](../../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Templates.zip). Do not open this project.
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2. In your current clothing project, return to **Object Mode**.
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3. Navigate to **File** > **Append**, and select the saved **Rig_And_Attachment.blend** file. An additional folder structure appears.
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<img src="../../../assets/art/accessories/creating/Rigging-Append-Browser.png" />
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4. Select **Armature** > **Armature** and press **Append**. An armature object is added to your workspace.
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<img src="../../../assets/art/accessories/creating/Rigging-Armature-Appended.png" />
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5. The armature may need reorientation with the following steps:
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1. With the armature selected, open the **Item tool** sidebar.
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2. Adjust the rotation so the armature is correctly aligned with your mesh.
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3. After alignment, navigate to **Object** > **Apply** > **All Transforms** to freeze your new rotation values.
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<img src="../../../assets/art/accessories/creating/Rigging-Freeze-Transforms.png" />
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<video controls src="../../../assets/art/accessories/creating/Rigging_01.mp4" width="100%"></video>
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## Parent armature
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With the armature rig in place, you can use Blender's **Parent with Automatic Weights** functionality to quickly set your clothing mesh as a child of the armature. This feature also applies vertex weighting, or **skinning**, automatically to your mesh, which can save you significant time over skinning your clothing manually.
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To parent the clothing to the rig:
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1. Select the clothing mesh object.
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2. Hold shift and click the **Armature** object. Ensure that the armature object is the last object selected.
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3. Right-click and select **Parent** > **With Automatic Weights**.
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<img src="../../../assets/art/accessories/creating/Rigging-Auto-Weights.png" />
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<video controls src="../../../assets/art/accessories/creating/Rigging_02.mp4" width="100%"></video>
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---
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title: Caging setup
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description: Isolate your outer cage meshes and hide extra objects before modifying your clothing cage.
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next: /art/accessories/creating/modify-cage
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prev: /art/accessories/creating/test-poses
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---
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**Caging** is the process of setting the clothing's interior and exterior surfaces, referred to as the inner and outer cages respectively. This enables your clothing to layer over existing clothing and bodies, and additional clothes to layer on top.
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Since the shirt in this tutorial was created using the cage templates as a mannequin, there is no need to adjust the inner cage where your clothing asset already fits over. **Only the outer cage needs to be adjusted** to fit over the new clothing item.
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<GridContainer numColumns="2">
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<figure>
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<img src="../../../assets/art/accessories/creating/Texturing-Complete.png" />
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<figcaption>Clothing and cage meshes before caging</figcaption>
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</figure>
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<figure>
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<img src="../../../assets/art/accessories/creating/Caging-Complete.png" />
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<figcaption>Outer cage mesh after caging process</figcaption>
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</figure>
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</GridContainer>
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The caging process uses the following steps:
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1. Set up your project by isolating the outer cage and the clothing mesh in your project.
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2. Modify the outer cage to wrap over the clothing mesh using sculpting tools.
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To set up your project:
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1. Switch to **Object mode**.
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2. In the Outliner:
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1. Hide the Armature.
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2. Unhide your LongSleeve_OuterCage object.
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3. In the Outliner, navigate to **Armature** > **Long Sleeve** and toggle the **Disable Selection** icon. This prevents accidental edits to the clothing mesh.
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<img src="../../../assets/art/accessories/creating/Caging-Outliner-Setup.png" />
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4. Select the OuterCage object, and navigate to Object Properties and enable **Wireframe**. This helps easily visualize and access the mesh.
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<img src="../../../assets/art/accessories/creating/Caging-Outer-Cage-Properties.png" />
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<video controls src="../../../assets/art/accessories/creating/Caging_01.mp4" width="100%"></video>
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35
.cursor/rules/roblox/art/accessories/creating/converting.md
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35
.cursor/rules/roblox/art/accessories/creating/converting.md
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---
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title: Convert
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description: Use the Accessory Fitting Tool to convert a Model object to an Accessory.
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prev: /art/accessories/creating/importing
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---
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With the `Class.Model` in your project, the last step in the process of clothing creation requires you to convert this object to a standard `Class.Accessory` that avatars can equip. Using the [Accessory Fitting Tool](../../../art/accessories/accessory-fitting-tool.md) (AFT), convert the model object to a `Class.Accessory` that you can then use in your experience or publish to the Marketplace.
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To generate the accessory object:
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1. In the toolbar's **Avatar** tab, click **Accessory** to open the AFT.
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2. Select the `Class.Model` of the clothing item in the viewport. The tool's text field populates with the name of the object selected. Alternatively, you can select the object within the **Explorer** window.
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3. Test out various sample characters, clothing, and animations. See [Test accessories](../../../art/accessories/accessory-fitting-tool.md#test-accessories) for additional information.
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- If required, make minor cage adjustments using the editing features. Larger cage changes may require returning to your third-party modeling software and re-exporting the asset.
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4. When ready to generate your accessory, click **Generate MeshPart Accessory**. The accessory object with your model populates in your workspace.
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<GridContainer numColumns="2">
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<figure>
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<img src="../../../assets/art/accessories/creating/Exporting-Clothing-in-Studio-Highlight.png" />
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<figcaption>Clothing accessory in viewport</figcaption>
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</figure>
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<figure>
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<img src="../../../assets/art/accessories/creating/Exporting-Accessory-Explorer.png" />
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<figcaption>Clothing accessory in Explorer</figcaption>
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</figure>
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</GridContainer>
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<Alert severity = 'success'>
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Congratulations, you've completed your clothing tutorial. With this accessory, you can:
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- Equip the accessory on an avatar-ready character by drag and dropping the accessory on an existing model, or using [HumanoidDescription](../../../characters/appearance.md#manually-modify-appearance).
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- Save the accessory as an [avatar asset](../../../projects/assets/index.md#for-avatars) for use in an experience later.
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- If you meet certain account requirements, you can [upload your asset](../../../marketplace/publish-to-marketplace.md) for moderation and start selling it on the Marketplace.
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</Alert>
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34
.cursor/rules/roblox/art/accessories/creating/exporting.md
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.cursor/rules/roblox/art/accessories/creating/exporting.md
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---
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title: Export
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description: Use Blender's FBX export with specific settings when exporting a clothing asset.
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prev: /art/accessories/creating/modify-cage
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next: /art/accessories/creating/importing
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---
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It's important to follow the Blender export settings to ensure a Studio-compatible `.fbx` file. Before exporting your file, ensure that you've removed extra objects, such as lights, cameras, or mannequins, and applied or removed any active modifiers.
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To export your file from Blender:
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1. In the topbar, click **File**. A pop-up menu displays.
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2. Select **Export**, then **FBX (.fbx)**. The **Blender File View** window displays.
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3. On the right-hand side, change the **Path Mode** property to **Copy**, then toggle the **Embed Textures** button.
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<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-1.png" width="320" />
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4. If your project doesn't have .01 scene unit scaling, set the **Transform** > **Scale** to `.01`.
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<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-2.png" width="320" />
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5. Under the **Armature** section, disable **Add Leaf Bones**.
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<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-3.png" width="320" />
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6. Disable **Bake Animation**.
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<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-4.png" width="320" /> <br />
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7. Click the **Export FBX** button.
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<Alert severity ='success'>
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You've completed the exporting section of this tutorial. If desired, download a [reference sample](../../../assets/art/accessories/creating/Long_Sleeve_Export.fbx) of this exported file for comparison. You can use this reference in the next importing step.
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</Alert>
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16
.cursor/rules/roblox/art/accessories/creating/importing.md
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.cursor/rules/roblox/art/accessories/creating/importing.md
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---
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title: Import
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description: Use the 3D Importer to import your custom accessory into Studio.
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prev: /art/accessories/creating/exporting
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next: /art/accessories/creating/converting
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---
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After creating the clothing item in your third-party modeling tool, import the `.fbx` using Studio's 3D Importer tool to add the object to your project as a `Class.Model`.
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Use the 3D Importer to import your `.fbx` into Studio:
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1. From Studio's **File** menu, select **Import 3D**.
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1. Select your exported `.fbx` and verify any possible warnings or errors.
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1. Warnings or errors related to the clothing mesh may require returning to Blender to resolve.
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1. Select **Import** to add the model to your workspace.
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<img src="../../../assets/art/accessories/creating/Exporting-Clothing-In-Studio.png" />
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38
.cursor/rules/roblox/art/accessories/creating/index.md
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.cursor/rules/roblox/art/accessories/creating/index.md
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---
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title: Basic clothing creation
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description: This tutorial covers the basic steps required in Blender to Studio-ready clothing assets from scratch.
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next: /art/accessories/creating/modeling-setup
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---
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<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/C-DwGRBHvmE" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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<br /><br />
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You can create your own custom avatar clothing using Blender and Roblox's downloadable project templates. These project templates include [components required for layered clothing](../../../art/accessories/layered-clothing.md#components-of-a-layered-clothing-accessory), and can double as a mannequin to quickly begin shaping and sculpting your clothing assets. By the end of this tutorial, you will have a clothing asset that contains all the required components for a layered clothing accessory on the Marketplace.
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<Alert severity ='info'>
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While this content and the provided examples cover the Blender workflow and tools, you can apply the same concepts to other third-party modeling applications.
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</Alert>
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<GridContainer numColumns="2">
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<figure>
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<img src="../../../assets/art/accessories/creating/Modeling-Mannequin-Start.png" />
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<figcaption>Provided Blender mannequin template</figcaption>
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</figure>
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<figure>
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<img src="../../../assets/art/accessories/creating/Example-Product.png" />
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<figcaption>Final Studio-ready clothing asset</figcaption>
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</figure>
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</GridContainer>
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This tutorial is intended for creators with moderate Blender experience and uses the following processes to create a clothing item:
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1. Modeling basic clothing using an existing mannequin shape.
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2. Texturing your mesh to change its surface appearance and color.
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3. Caging your clothing mesh using Roblox's template cages.
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4. Rigging your clothing mesh using Roblox's armature templates.
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5. Exporting your asset from Blender.
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6. Importing and converting the model to an accessory in Studio.
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<Alert severity ='info'>
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This tutorial covers a **basic workflow** for 3D clothing creation. There are many external resources for different techniques, processes, and refinements you can incorporate for creating clothing, such as using Blender's various sewing and cloth simulation tools and PBR textures.
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</Alert>
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---
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title: Modeling setup
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description: Setup your Blender environment with the correct files and templates to model efficiently.
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next: /art/accessories/creating/trimming
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prev: /art/accessories/creating/
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---
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Modeling, sometimes known as **sculpting**, is the process of shaping 3D geometry. In this tutorial, use one of Roblox's template files to create the initial shape of the clothing and add unique and clothing-specific modifications to its geometry. You can further apply the techniques and processes in this tutorial to create any other type of clothing, such as pants, skirts, shoes, and more.
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<GridContainer numColumns="2">
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<figure>
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<img src="../../../assets/art/accessories/creating/Modeling-Mannequin-Start.png" />
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<figcaption>Base Mannequin using Roblox provided cage meshes</figcaption>
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</figure>
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<figure>
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<img src="../../../assets/art/accessories/creating/Modeling-Complete-2.png" />
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<figcaption>Sculpted clothing mesh for a long sleeve shirt</figcaption>
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</figure>
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</GridContainer>
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This modeling tutorial covers the following processes:
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1. Setting up your project and creating your base mesh.
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2. Clearing the duplicated mesh of extra attributes.
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3. Trimming the shape to match the desired clothing type.
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4. Adding and smoothing the vertices of your clothing shape.
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5. Scaling and positioning the clothes onto the mannequin.
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6. Sculpting fabric and other details onto the mesh object.
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7. Closing the holes in your mesh, making it watertight.
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## Set up mesh
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To get your project started, download and open Roblox's [Clothing_Cage.blend](../../../assets/modeling/meshes/reference-files/Clothing_Cage_Templates.zip) project and begin setting up your basic project objects.
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<GridContainer numColumns="2">
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<figure>
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<img src="../../../assets/art/accessories/creating/Modeling-Cages-Selected.png" />
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<figcaption>3D viewport - duplicated cage mesh object</figcaption>
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</figure>
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<figure>
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<img src="../../../assets/art/accessories/creating/Modeling-Cage-Copied.png" width = "80%"/>
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<figcaption>Outliner - duplicated object named "LongSleeve"</figcaption>
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</figure>
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</GridContainer>
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To set up your project and your initial mesh object:
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1. Download the [Clothing_Cage.blend](../../../assets/modeling/meshes/reference-files/Clothing_Cage_Templates.zip) project. This project includes the inner and outer cage mesh that you will use as temporary mannequins.
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2. Open this file, click **Save As**, and save the project with a new name. This will be your main Blender project for the clothing accessory.
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3. In the Outliner, copy and paste **InnerCage** object to duplicate it.
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4. With the duplicated object highlighted, right-click in the viewport and select **Parent** > **Parent and Keep Transformation**.
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5. In the Outliner, right-click and delete the extra **Cage.001 data object**.
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6. Rename the duplicated object as "LongSleeve".
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7. Rename the original cages as "LongSleeve_OuterCage" and "LongSleeve_InnerCage", respectively.
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8. **Hide** the original \_OuterCage and \_InnerCage objects. You use these later in the Caging step.
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<video controls src="../../../assets/art/accessories/creating/Modeling_00.mp4" width="100%"></video>
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## Clear extra attributes
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The cage mesh objects in the template include some helper vertex color properties that need to be removed from your clothing mesh. If left in, the vertex colors may clash with the texture of the object after importing in Studio.
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To remove extra attribute data:
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1. With the LongSleeve object selected, navigate to the **Properties** panel > **Object Data Properties** > **Color Attributes**.
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<img src="../../../assets/art/accessories/creating/Modeling-Clear-Vertex-Colors.png" />
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2. With **colorSet1** selected, remove it by pressing the **–** button.
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<video controls src="../../../assets/art/accessories/creating/Modeling_01.mp4" width="100%"></video>
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33
.cursor/rules/roblox/art/accessories/creating/modify-cage.md
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33
.cursor/rules/roblox/art/accessories/creating/modify-cage.md
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---
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title: Modify outer cage
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description: Modify the outer cage to fit tightly over your clothing item.
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next: /art/accessories/creating/exporting
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prev: /art/accessories/creating/caging-setup
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---
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With your project environment set, you can now adjust your outer cage using sculpting and editing tools. Set your outer cage as close as possible to your clothing mesh to ensure the best deformation and layering effects.
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<Alert severity = 'error'>
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**Do not delete any vertices or faces of the provided cages.** Destructive modification of the cages can cause import issues and prevent the clothing from importing and displaying as expected.
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</Alert>
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To modify your outer cage:
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1. With the OuterCage mesh selected, switch to **Sculpt Mode**.
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2. Enable **X Axis Symmetry**.
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3. Switch to **Inflate tool**.
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4. Press <kbd>F</kbd> to adjust the radius of the brush.
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5. Starting with one side, expand the outer cage to fit precisely over the mesh
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6. After expanding the cage mesh over a majority of the mesh, disable **X Axis Symmetry** and address individual spots. Keep the following in mind:
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1. Your outer cage should always cover your clothing mesh.
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2. Your outer cage should be as close to the clothing mesh as possible to ensure accurate layering.
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3. For small angular areas, like the armpit, you may need to switch back to **Edit Mode** and grab the individual vertices to avoid crowding your cage mesh vertices.
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<video controls src="../../../assets/art/accessories/creating/Caging_02.mp4" width="100%"></video>
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7. Perform additional passes in **Edit Mode** with wireframe enabled to ensure your outer cage vertices fit as closely as possible. A tight fit ensures that your clothing item layers as accurately as possible.
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<video controls src="../../../assets/art/accessories/creating/Caging_03.mp4" width="100%"></video>
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<Alert severity = 'success'>
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You've completed the caging section of this tutorial.
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If desired, download a [reference sample](../../../assets/art/reference-files/checkpoint/4_LongSleeve-Caging-Complete.blend) of this project for comparison before exporting your project and bringing it into Studio.
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</Alert>
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37
.cursor/rules/roblox/art/accessories/creating/sculpting.md
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37
.cursor/rules/roblox/art/accessories/creating/sculpting.md
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---
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title: Sculpt detail
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description: Use Blender's sculpting and simulation tools to add detail to your clothing shape.
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next: /art/accessories/creating/watertight
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prev: /art/accessories/creating/trimming
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---
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|
||||
After scaling and positioning your clothing mesh, begin applying sculpting detail to add cloth and fabric detail to your mesh. While there are many ways to sculpt an object in Blender, this tutorial primarily uses the **Elastic Deform**, **Inflate**, and **Clothing** tools to make your mesh look more like realistic clothing.
|
||||
|
||||
<center>
|
||||
<figure>
|
||||
<img src="../../../assets/art/accessories/creating/Modeling-Complete-2.png" width="60%" />
|
||||
<figcaption>Clothing mesh after sculpting details</figcaption>
|
||||
</figure>
|
||||
</center>
|
||||
|
||||
To add clothing details:
|
||||
|
||||
1. With the shirt highlighted, switch to **Sculpt Mode**.
|
||||
2. Disable **X-Ray mode**, if required.
|
||||
3. Enable **X Mirror** to perform symmetrical edits.
|
||||
4. Select the **Elastic Deform** tool at `.5` strength to stretch parts of vertices to completely cover the mannequin.
|
||||
|
||||
1. Use <kbd>F</kbd> to change the radius of the brush.
|
||||
2. You can hide the mannequin to access hard-to-reach areas.
|
||||
|
||||
<video controls src="../../../assets/art/accessories/creating/Modeling_05.mp4" width="100%"></video>
|
||||
|
||||
5. Select the **Cloth** tool.
|
||||
6. Disable **X Mirror**. The cloth tool can produce unexpected results with symmetry enabled.
|
||||
7. Using the Cloth tool, click and drag on your mesh to add a cloth-like surface to your mesh. Adjust the settings to change the strength of the deformations.
|
||||
|
||||
<video controls src="../../../assets/art/accessories/creating/Modeling_06.mp4" width="100%"></video>
|
||||
|
||||
8. Using the **Elastic Deform**, **Inflate**, and **Cloth** tools, make the final adjustments to your mesh so that it sits on top of the mannequin with the final desired shape.
|
||||
|
||||
<video controls src="../../../assets/art/accessories/creating/Modeling_07.mp4" width="100%"></video>
|
||||
41
.cursor/rules/roblox/art/accessories/creating/test-poses.md
Normal file
41
.cursor/rules/roblox/art/accessories/creating/test-poses.md
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
---
|
||||
title: Test poses
|
||||
description: Test your poses after rigging a clothing item to ensure the clothes bend and deform correctly.
|
||||
next: /art/accessories/creating/caging-setup
|
||||
prev: /art/accessories/creating/armature-setup
|
||||
---
|
||||
|
||||
With the clothing mesh parented to an armature, you can now perform quick tests to verify that your clothing deforms correctly.
|
||||
|
||||
<Alert severity ='warning'>
|
||||
If you see issues with the deformation of your clothing, you may need to correct the issue with weight-painting, a technique for manually applying skinning data to your meshes.
|
||||
|
||||
This tutorial doesn't cover the process of weight-painting. For additional resources on manually weight painting and instructions on updating skinning data on meshes, see the following resources:
|
||||
|
||||
- [Skin a simple mesh](../../modeling/skin-a-simple-mesh.md)
|
||||
- [Skin a humanoid mesh](../../modeling/skin-a-humanoid-model.md)
|
||||
|
||||
</Alert>
|
||||
|
||||
To test your clothing's movement:
|
||||
|
||||
1. With your armature selected, navigate to the **Properties** panel > **Armature properties**.
|
||||
2. In **Viewport Display** > **Show**, enable **In Front**. The **In Front** property enables you to easily see and access the bones for posing.
|
||||
|
||||
<img src="../../../assets/art/accessories/creating/Rigging-Bones-In-Front.png" />
|
||||
|
||||
3. In the viewport, select your armature and navigate to **Pose** mode.
|
||||
4. Click on various bones and press <kbd>R</kbd> to rotate and set a pose. After pressing <kbd>R</kbd>:
|
||||
|
||||
1. Click to save the rotation.
|
||||
2. Right-click to cancel an unsaved rotation.
|
||||
3. If you have saved a rotation, reset your pose in the viewport with right-click and select **Clear User Transforms**.
|
||||
|
||||
5. Try various natural poses of your character to ensure that your clothing stretches and fits correctly.
|
||||
|
||||
<video controls src="../../../assets/art/accessories/creating/Rigging_03.mp4" width="100%"></video>
|
||||
|
||||
<Alert severity = 'success'>
|
||||
You've completed the rigging section of this tutorial. If desired, download a [reference sample](../../../assets/art/reference-files/checkpoint/3_LongSleeve-Rigging-Complete.blend) of this project for comparison.
|
||||
|
||||
</Alert>
|
||||
25
.cursor/rules/roblox/art/accessories/creating/texture-map.md
Normal file
25
.cursor/rules/roblox/art/accessories/creating/texture-map.md
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
---
|
||||
title: Create texture map
|
||||
description: Generate a 2D texture map image that you can save your texture painting to.
|
||||
prev: /art/accessories/creating/unwrapping
|
||||
next: /art/accessories/creating/texture-painting
|
||||
---
|
||||
|
||||
Creating seams and unwrapping tells Blender how to project the 3D surface of the clothing item in 2D. Before you can apply any texture appearance changes, you need to create a texture map, which is the specific 2D image you apply and save your textures to.
|
||||
|
||||
To create a new texture map:
|
||||
|
||||
1. With the clothing mesh selected, navigate to the **Properties** panel > **Material Preview** tab.
|
||||
<img src="../../../assets/art/accessories/creating/Texturing-Add-Image.png" width="40%" />
|
||||
|
||||
2. Select the **+ New** button.
|
||||
3. Next to Base Color, select the **yellow dot** and click **Image Texture**.
|
||||
<img src="../../../assets/art/accessories/creating/Texturing-Add-Base.png" width="80%" />
|
||||
4. Click the **+ New** button.
|
||||
|
||||
1. Name the texture image the same as your clothing mesh with a `_TXT` affix.
|
||||
2. Set the color to black, or any base color of your preference.
|
||||
3. Keep the rest of the default settings.
|
||||
4. Press **OK** when completed.
|
||||
|
||||
<video controls src="../../../assets/art/accessories/creating/Texturing_03.mp4" width="100%"></video>
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
---
|
||||
title: Texture painting
|
||||
description: Use Blender's Texture Painting tools to apply a surface appearance to your clothing item.
|
||||
prev: /art/accessories/creating/texture-map
|
||||
next: /art/accessories/creating/armature-setup
|
||||
---
|
||||
|
||||
With a new image ready to apply textures to, use Blender's Texture Paint mode to quickly brush texture colors onto your mesh:
|
||||
|
||||
1. Navigate to **Texture Paint mode**.
|
||||
2. On the viewport, select the clothing object.
|
||||
3. Open up the sidebar tools to access brush settings.
|
||||
4. Select a color, brush size, and falloff to apply. You might need to adjust settings, depending on the modifications you intend to apply.
|
||||
5. Draw on either the UV 2D map, or the 3D mesh.
|
||||
6. Save the `.png` of your texture map by selecting **Image** > **Save**.
|
||||
<video controls src="../../../assets/art/accessories/creating/Texturing_04.mp4" width="100%"></video>
|
||||
|
||||
<Alert severity = 'success'>
|
||||
You've completed the texturing section of this tutorial. If desired, download a [reference sample](../../../assets/art/reference-files/checkpoint/2_LongSleeve-Texturing-Complete.blend) of this project and texture image for comparison.
|
||||
|
||||
There are a lot of ways to texture and apply a unique appearance to your meshes. For additional suggestions, try utilizing alpha transparencies, unique seams, [PBR textures](../../modeling/surface-appearance.md), or Blender's other texturing tools and techniques.
|
||||
</Alert>
|
||||
72
.cursor/rules/roblox/art/accessories/creating/trimming.md
Normal file
72
.cursor/rules/roblox/art/accessories/creating/trimming.md
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
---
|
||||
title: Trim clothing shape
|
||||
description: Create the general shape of your clothing item by removing unnecessary sections of your duplicated mesh.
|
||||
next: /art/accessories/creating/sculpting
|
||||
prev: /art/accessories/creating/modeling-setup
|
||||
---
|
||||
|
||||
With a clean mesh object to work with, cut the basic shape of the type of clothing item you intend to create and prepare the mesh for additional sculpting detail. In this tutorial, you create a long-sleeve shirt shape by removing the leg, arm, and head sections, smoothing out the mesh to create a flat canvas, and repositioning the mesh onto your temporary mannequin.
|
||||
|
||||
<center><figure>
|
||||
<img src="../../../assets/art/accessories/creating/Modeling-Wireframe-View.png" width="60%" />
|
||||
<figcaption>Long-sleeve trimming of the full-body mesh.</figcaption>
|
||||
</figure></center>
|
||||
|
||||
## Trim clothing shape
|
||||
|
||||
Create the general shape of your clothing type by trimming sections of your duplicated mannequin mesh.
|
||||
|
||||
To trim your clothing shape:
|
||||
|
||||
1. Select the **LongSleeve** object.
|
||||
2. Switch to **Edit Mode**.
|
||||
3. Enable **X-Ray mode** in the top right corner of the viewport.
|
||||
4. Click and drag over parts of the mesh that you do not want to include in your shirt.
|
||||
5. Press <kbd>X</kbd> and select **Vertices** to delete these sections of your mesh.
|
||||
6. **Repeat step 4** until you reach your desired clothing shape.
|
||||
|
||||
<video controls src="../../../assets/art/accessories/creating/Modeling_02.mp4" width="100%"></video>
|
||||
|
||||
## Add and smooth vertices
|
||||
|
||||
With the basic shape created, subdivide the surface of your clothing mesh to add vertices and smooth out the mesh. This process removes the grid-like surface and allows you to apply more complex sculpting detail later.
|
||||
|
||||
<GridContainer numColumns="2">
|
||||
<figure>
|
||||
<img src="../../../assets/art/accessories/creating/Modeling-No-Modifier.png" />
|
||||
<figcaption>Before applying Subdivision modifier and Shade Smooth</figcaption>
|
||||
</figure>
|
||||
<figure>
|
||||
<img src="../../../assets/art/accessories/creating/Modeling-SubDiv-Modifier.png" />
|
||||
<figcaption>After applying Subdivision modifier and Shade Smooth</figcaption>
|
||||
</figure>
|
||||
</GridContainer>
|
||||
|
||||
To add and smooth your vertices:
|
||||
|
||||
1. Switch back to **Object Mode**.
|
||||
2. With the clothing mesh selected, navigate to the **Modifier Properties** panel.
|
||||
3. Select **Add Modifier** > **Subdivision Surface Modifier** and click **Apply** with the default settings.
|
||||
4. In the viewport, right-click the object and select **Shade Smooth** to eliminate the creases on your clothing article.
|
||||
|
||||
<video controls src="../../../assets/art/accessories/creating/Modeling_03.mp4" width="100%"></video>
|
||||
|
||||
## Scale and position
|
||||
|
||||
With your base clothing shape created, the next steps are to scale out the mesh and reposition it on top of the mannequin.
|
||||
|
||||
<center><figure>
|
||||
<img src="../../../assets/art/accessories/creating/Modeling-Positioning-and-Scaling.png" width="60%" />
|
||||
<figcaption>Clothing mesh should fit over mannequin after applying a reposition and scale</figcaption>
|
||||
</figure></center>
|
||||
|
||||
To set up and scale your clothing to your mannequin:
|
||||
|
||||
1. Return to **Object Mode**.
|
||||
2. **Unhide** one of your original cage meshes.
|
||||
3. In the filter dropdown, enable **Selectable** toggles, and set your body mesh to unselectable. Disabling the **Selectable** toggle prevents accidental edits to your mannequin.
|
||||
4. Select your shirt mesh and lightly **scale** and **position** your asset to rest over the mannequin.
|
||||
5. Press <kbd>S</kbd> and use your mouse to scale. In most cases, the scaling should be a small change.
|
||||
6. Press <kbd>G</kbd> and click to grab your shirt, make sure the shirt rests loosely over the mannequin. The shirt does not need to fit perfectly at this point.
|
||||
|
||||
<video controls src="../../../assets/art/accessories/creating/Modeling_04.mp4" width="100%"></video>
|
||||
61
.cursor/rules/roblox/art/accessories/creating/unwrapping.md
Normal file
61
.cursor/rules/roblox/art/accessories/creating/unwrapping.md
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
---
|
||||
title: Create seams and unwrap
|
||||
description: Use Blender's seams and unwrapping functionality to project your 3D surface on a 2D texture plane.
|
||||
prev: /art/accessories/creating/watertight
|
||||
next: /art/accessories/creating/texture-map
|
||||
---
|
||||
|
||||
**Texturing** is the process of customizing the color, tone, and shading of your model's surface. Custom meshes and models use a 2D image, known as a texture map, to project various surface appearance elements onto your 3D object. In this tutorial, apply a complete color to your shirt and add a smaller design using Blender's Texture Paint mode.
|
||||
|
||||
<Alert severity ='warning'>
|
||||
This tutorial does not cover [PBR textures](../../modeling/surface-appearance.md), which are advanced textures that can replicate real-world texture properties, like reflectivity and surface roughness, and are recommended to give your clothing items an extra dimension of creativity and visual pop. PBR textures often require a third-party application such as Substance Painter.
|
||||
</Alert>
|
||||
|
||||
<GridContainer numColumns="2">
|
||||
<figure>
|
||||
<img src="../../../assets/art/accessories/creating/Texturing-Start.png" />
|
||||
<figcaption>Clothing mesh after sculpting</figcaption>
|
||||
</figure>
|
||||
<figure>
|
||||
<img src="../../../assets/art/accessories/creating/Texturing-Complete-3.png" />
|
||||
<figcaption>Clothing mesh after texturing</figcaption>
|
||||
</figure>
|
||||
</GridContainer>
|
||||
|
||||
The texturing process requires the following steps:
|
||||
|
||||
1. Create seams in your mesh to define how Blender unwraps your 3D object.
|
||||
2. Unwrap the UV of your model, creating a distinct front and back 2D surface to apply textures on based on your seams.
|
||||
3. Create a new texture image to save as your 2D map.
|
||||
4. Paint a custom texture using Blender's Texture Paint tools.
|
||||
|
||||
## Create seams
|
||||
|
||||
To begin texturing, you must first generate a **UV map**, or 2D projection, of the surface of your mesh. To set up this UV map, you tell Blender which edges of your mesh to use as seams when creating the projection.
|
||||
|
||||
To create seams that naturally separate the front and back of the shirt:
|
||||
|
||||
1. With your clothing object selected, switch to **Edit mode**.
|
||||
2. In the top-left, navigate to the Select modes and select **Edge select**.
|
||||
3. Hold <kbd>Alt</kbd> and click on the center vertical edges of your shirt. The detected edge highlights.
|
||||
4. Whenever a complete edge is selected, **right-click** and select **Make Seam**. The edge highlights to indicate the seam in your model.
|
||||
5. **Repeat steps 3-4** to create a continuous seam across your mesh.
|
||||
<video controls src="../../../assets/art/accessories/creating/Texturing_01.mp4" width="100%"></video>
|
||||
|
||||
## UV unwrap
|
||||
|
||||
After applying the seams, Blender now knows how to "unwrap" the mesh surface onto a 2D plane as a front and back surface.
|
||||
|
||||
<center><figure>
|
||||
<img src="../../../assets/art/accessories/creating/Texturing-UV-Maps.png" width="60%" />
|
||||
|
||||
<figcaption>UV-mapping of your 3D clothing mesh.</figcaption>
|
||||
</figure></center>
|
||||
|
||||
To UV Unwrap your object by your selected seams:
|
||||
|
||||
1. While in Edit mode, press <kbd>A</kbd> to highlight all vertices.
|
||||
2. At the top of the viewport, select **UV** > **Unwrap**.
|
||||
3. Switch to **Texture Paint** mode, your UVs display on the left window when your object is selected.
|
||||
|
||||
<video controls src="../../../assets/art/accessories/creating/Texturing_02.mp4" width="100%"></video>
|
||||
41
.cursor/rules/roblox/art/accessories/creating/watertight.md
Normal file
41
.cursor/rules/roblox/art/accessories/creating/watertight.md
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
---
|
||||
title: Make mesh watertight
|
||||
description: Seal off your geometry to ensure that there are no angles where the interior backfaces of your object are exposed.
|
||||
next: /art/accessories/creating/unwrapping
|
||||
prev: /art/accessories/creating/sculpting
|
||||
---
|
||||
|
||||
With the shirt shape finalized, make your mesh **watertight** by "sealing" the holes at the neck, waist, and wrist. A watertight shape ensures that only the top visible surface of the mesh is exposed at any angle. If an asset is not watertight, it may expose backfaces, or single sided faces, that could affect the rendering of your asset and performance when equipped.
|
||||
|
||||
<GridContainer numColumns="2">
|
||||
<figure>
|
||||
<img src="../../../assets/art/accessories/creating/Watertight-Top.png" />
|
||||
<figcaption>Watertight top view</figcaption>
|
||||
</figure>
|
||||
<figure>
|
||||
<img src="../../../assets/art/accessories/creating/Watertight-Bottom.png" />
|
||||
<figcaption>Watertight bottom view</figcaption>
|
||||
</figure>
|
||||
</GridContainer>
|
||||
|
||||
To make your mesh watertight:
|
||||
|
||||
1. Select your mesh and switch to **Edit Mode**.
|
||||
2. Starting with any hole in the mesh, hold <kbd>Alt</kbd> and click the **last edge** on the mesh. The entire edge highlights.
|
||||
3. Press <kbd>E</kbd> to extrude the mesh and click after a small length is added.
|
||||
4. With the new edge still selected, right-click and select **Merge Vertices** > **At Center**.
|
||||
5. Press <kbd>G</kbd> to grab the new vertex and reposition it within your clothing mesh.
|
||||
6. **Repeat steps 2-5** until all the interior-exposing holes of your mesh are closed.
|
||||
|
||||
<video controls src="../../../assets/art/accessories/creating/Modeling_08.mp4" width="100%"></video>
|
||||
|
||||
<Alert severity = 'success'>
|
||||
You've completed the modeling section of this tutorial. If desired, download a [reference project](../../../assets/art/reference-files/checkpoint/1_LongSleeve-Modeling-Complete.blend) of this stage and compare it against your work.
|
||||
|
||||
There are a lot of techniques to create clothing. Try experimenting with the following techniques, tools, and processes to create additional unique assets:
|
||||
|
||||
- Making asymmetrical clothing.
|
||||
- Blender's [cloth simulation](https://docs.blender.org/manual/en/latest/physics/cloth/examples.html#using-simulation-to-shape-sculpt-a-mesh) and other sculpting tools.
|
||||
- Various community sewing and fabric techniques for creating clothing on Blender.
|
||||
|
||||
</Alert>
|
||||
Loading…
Add table
Add a link
Reference in a new issue