Morphography tutorials
Another Fine Mesh
• Index • Introduction • Some Basics • Another Fine Mesh • All the Trimmings • Feel the Width • UV Mapping and More • Pose-Ability • Final Fitting

I've picked the simplest possible thing to make - that will still be useful, hopefully. This tutorial will follow the making of Della, a knee-length straight skirt to fit DAZ's Victoria 1 or 2. Don't worry if you don't have Vicki, because the basic steps are good for any figure. You could even make a kilt for one of the males. :-)

You won't be able to make a top for a female figure using this method. The tube's morphs are just not versatile enough. Of course, this is what the QuickSuits are for. The modelling steps are a little more complex, all the same - but there are some pointers in the QuickDress User Guide.

A tailor's dummy

The first thing we need is a tailor's dummy - something to fit the clothes to. In Poser, use Wavefront OBJ import to bring in the basic mesh for the figure you want to make clothes for. Don't select the figure from the library as you usually would (remember the Golden Rules?) In a standard Poser installation, Vicki can be found at:

C:\Program Files\Curious Labs\Poser4\Runtime\Geometries\ZygotePeople\blMilWom.obj

If you're having trouble locating the mesh for some other figure, check out The Poser File Disposition Guide for some pointers on how to find it.

Importing the figure

When the OBJ import dialogue comes up, deselect everything. This makes sure that the imported mesh is the right size, and in the right place.

Add the tube prop

In this case, I wanted the skirt to fit nicely with other Poser clothes, so I've also imported the OBJ for the polo shirt from DAZ's Victoria clothing pack 1. That way I can tell where to put the waist. In this image you can also see the magic tube from the Modelling Props Page. I've spun the yTran dial to save Vicki's blushes. :-)

This tube will be all that is needed to make a simple skirt. For other clothing, more tubes or other props might be needed, but these are the basic priciples.

Adjusting the profile

Now adjust the tube's morph dials to fit it to Vicki's body. I start by adjusting the "profile" dials, one by one, so that none of the base figure shows through. Profile1 is opposite Vicki's right hip, and they are numbered clockwise from there. You would normally make the settings symmetrical in the X direction:
Profile1 = Profile17
Profile2 = Profile16
and so on. Move the camera round, and change the display properties of the tube as required to get a good view of what you're doing.

Checking the profile

If you make the figure invisible and select the top camera, you can check on the smoothness of your profiling. On the left of this screenshot are the settings I arrived at just panning the camera round; on the right, the profile has been tweaked to make it more regular. You would normally do this by making the profile bigger (i.e. setting the dials less positive) to avoid breakthrough.

Adjusting the "latitude"

Once you're reasonably happy with the profile, start adjusting the "latitude" lines, starting with 1zTran, 1zScale and 1xScale. You may prefer to adjust all the z dials first, while looking from the side, then move on to x; or you may want to do each latitude line in its entirety. Remember that you can also use all the overall translation, scaling and rotation dials on the tube if necessary.

In the screenshot on the right, I've set the display properties of the tube to "wireframe" so I can see how close I'm getting. You'll also want to set it to smooth shaded from time to time, and pan the camera around, so you can see if any bits of flesh have popped through. Ooh la-la!

Depending on the task, you will probably have to do quite a bit of skipping between dials to optimise the shaping - but don't waste too much time on it. Don't worry if you can't get a perfect smooth fit. The tube has quite large polygons compared with a normal piece of clothing, so that the number of morphs can be kept manageable; and you don't have complete control over where all the vertices end up, as you would in a modelling application. Just get as close as you can; we will tweak and smooth in the next step(s).

Next

Next: All the Trimmings

• Index • Introduction • Some Basics • Another Fine Mesh • All the Trimmings • Feel the Width • UV Mapping and More • Pose-Ability • Final Fitting