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Modeling clothes in Hexagon 2 Lesson Two

Author: Locke21

Tools Needed

  • Hexagon 2

Introduction

Ok, this is the second half of this tutorial. In this one we'll create armholes for the figure and I'll give you a quick example of how to use Hex's mapping tools to create a custom map for your final figure!

Step 1 - One

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Ok, right now your model should look something like this. I've made it purple to make things easier to see. In order for this to look like a nice sleeveless T-shirt, we have to punch arm holes. To do this, we are going to use one of the tools in the Line menu, Insert Points.

Step 2 - Two

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Alright, there is a lot of visualization in this step. Where exactly do you want your armholes to go? Just sit there and look at your model for a moment. Here is where mine are going. I'm going to insert points along the horizontal lines along these two paths, all the way around, not just the front!

Step 3 - Three

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Now, to use the Insert Points tool, simply click it and then insert points on any line, in any position that you want to. It's very simple! Now just use the tool to draw your armholes.

Step 4 - Four

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Now use the Face selection, and select every poly inside your lines, just like in the picture. Then delete them and use the edge finishing technique I should you in the last tut to finish them off. Because these edges are on both the Y and Z axis, it will take a bit of pushing and pulling of individual lines to get everything positioned just right. When you're all done, just smooth the shirt a couple of times and your done!!! Ok, I know it's not an award-winning model, but we're learning tool and techniques here. Skill is something you'll have to develop on your own. Ok, now for one of the best parts!

Step 5 - Five

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In order to apply a texture to your shirt, you need to map it, that is to say, apply UV coordinates to it. Hex 2 has a sweet improvement over the old Gizmos. It's called Unfold. With this you can create bearskin-style UV maps! Ok, export your model as a separate obj. Never save over your old one, you may want to fix something later! Then open it up and take a look at it. In order to make this as easy as possible we'll cut this up into Two pieces, but in such a way as to have both the front in one big piece so you can put logos and stuff on. Ok, in order for Hex's unfold tool to unfold something, you have to tell it where. In other words, you have to show it where the seams are. In this case, we want the seams to run up under the arms and on both sides of the neck. So using the Line selection tool, select those lines that you want to become the seams.

Step 6 - Six

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Now we have to tell Hex to use these seams and unfold our shirt. Go into the UV and Paint tab and choose the little head icon. This is the unfold tool. Hex will split the view screen into two different panes. The left one is your model, the right one the UV map it has. Over in right hand tool column, you'll see the little head again. Click this to unfold the model along the lines that you've specified. And viola', you have your model unfolded!

Step 7 - Seven

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Alright! You've got your model unfolded…but it looks a bit messy. We can fix that! Just click Validate to accept the map, then you will be able to manipulate both pieces of the map until you have them arranged to your liking in the right-hand pane. You can manipulate individual points, whole loops or one facet at a time till you've got what you want, stretching the map to suit your needs. I've just made mine a bit neater. Now just save the model.

Step 8 - Eight

Ok, that's it! You can now import the model into a program like UV Mapper and your custom map will appear. You can then save your texture map and get to work! I know this shirt looks pretty weak; ideally at least a good week should be spent on making a piece of clothing. But for the purposes of this tut, it worked just fine. You should know I've only shown you a tiny bit of what Hex is capable of. For example, in Unfold, there are ways of making your model's map one big piece. Called “bearskins” they make use of not only of seams but things called Pins. Think of them as helping you “pin” your model's creases and corners in place while you unfold it along the seams. Think of the templates of V3 are laid out flat.

Now, get out there and start modeling!