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Creating a Blog? Don't Forget the Feature Photo!! ×

Miss Rayne's outfit


NoOpen

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Intro

I'm newbee to 3D modeling and the guides in the tutorials section helped me a lot. My experiments with accessories and gags inspired me to create something more complex.

I'm a fan of the old series of slasher games Bloodrayne and decided to make outfit for her. Outfit packs (from MG and for v7.5) already have miss Rayne's standard black-red leather outfit, so I chose her stylish evening dress from the last part of the game. It's quite simple, but memorable.

BR2Real.jpg


The Plan

My plan was simple and ingenious:

- rip the 3D model out of the gameplay directly using third-party 3D rippers. Import this sample into Max and save it as OBJ for future editing

- separate the mesh of the dress, gloves and boots from the sample

- add polygons and adjust them to the body shape of FBV2

- add H5 textures and detailing

- ...

- PROFIT!

So lets go!

The Fail

I successfully ripped a couple of scenes out of the game and got to work. What I saw in Max was simply terrible. It was a mess of hitboxes, mesh, various duplicates and crooked textures.
It became obvious that it would take a very long time to start working with outfit models
At one time, this game had a fairly large community of fans and modders. I decided to look for programs to work with models from this game. And luckily I was able to find them and to convert models from the game archives to format OBJ. I also successfully obtained textures in the usual TGA format.

br1.jpg
The real mesh of Miss Rayne's model was quite large in size (~10 times larger than the models in our game), was low poly, and each significant part of the body was made with a separate piece of mesh. In addition to this, the dress had additional layers to accommodate impacts. Also, the basic body pose was A-type, while we use a T-pose.

br2.jpg

Nevertheless, this already made it possible to have a real visual example for work.

BR-blender.jpg

Plan B

I will not Give Up. Although the clothes turned out to be just textures on the mesh and divided into body parts, it made it possible to create the necessary meshes manually with the required proportions.

- for boots, create a sole with a heel in Blender, focusing on the existing sample
- create boot tops in Marvelous Designer(MD) for FBV2 body with the correct bend of the legs
- combine the tops and soles in Blender
- create gloves completely in MD and fit them to body shape in Blender
- dress can also be created in MD for a specific FBV2 figure with a sufficient degree of realism
- create textures in Substance Painter

WIP:Boots

With the help of YouTube guides I was able to create a pretty good sole mesh. There were some minor problems with upside-down normals and torn seams on the UV, but overall it turned out successfully

Boot-blender.jpg

In MD I essentially created stockings. Although in the original model it is generally unclear what exactly the boots look like in the knee area

Boot-MD.jpg

After combining 2 meshes and several scale edits in Blender, the result turned out quite good

Boot-blender2.jpg

Boot-blender3.jpg

Working in Substance Painter turned out to be much easier than in Blender and MD.

Boot-SP.jpg

WIP:Gloves

Making the gloves was the fastest. There were some minor problems with the correct position of the shoulders and finger joints, but they were resolved

Glove-MD.jpg

WIP:Dress (Great fail No2)

I spent a huge amount of time trying to create a dress similar to the sample. But unsuccessfully. Overall, the dress has a fairly simple pattern, but it stubbornly refused to hug the body like in the example. I tried different materials and simulation parameters, changed patterns and seams. Fail. The dress looked either saggy or skewed in different parts of the body.

Dress-MD.jpg

Out of desperation, I started working with a low-poly sample and manually adjusted all the vertices to the body.

dress-blender2.jpg

Then i increased the number of vertices and adjusted it again.

dress-blender3.jpg

This is tedious and long work. Especially for a noob. Although, even when working on the boots, I figured out to work with only half of the mesh and then use a mirror.


CTK(Evil inside)

In my previous experiments I encountered big problems. In general, the work of CTK and bat files is easy to understand. But I spent a lot of time figuring out the reasons for the wrong porting of the addon into the game. The meshes turned out to be upside down, folders and script files were not created, etc. As a result, a search on the forum gave a solution - to rewrite the bat files for VX completely since they were damaged or not working initially. After that everything worked perfectly.
When working with boots, I again encountered the problem of the shoes shifting relative to the model's feet.

boot-fail.jpg

Having wasted time again, I figured out to change the “ -as "Setting/Anim_Skeleton/default.txt" ^” line in the bat file. Unfortunately, no one in the guides mentioned that for high-heeled shoes you need to change the animation settings in the bat file.

Texturing(Picasso's spirit)

As I already said, working in painter turned out to be quite simple. Load the model, bake normal maps, select a material, change its color, scale, orientation and export a rich set of textures. If you want to add details, then working with layers, masks, brushes, stamps will not be a surprise for you if you have worked in PS or another good editor.

Dress-SP.jpg
Unfortunately, the texture set does not contain specular maps, which we are used to in H5. But I don't give up. I noticed that the roughness map suspiciously resembles our specular map. Only it consists of shades of gray.

r-dress.jpg

I tried using a regular frame-dimensional specular map (latex, metal or glass) from the H5 set as a background and overlaid a roughness map in PS on it.

BRDress01_S.jpg

It worked! I suspect this is a very bad solution, but it's simple and quick for a newbie like me.

Weights! Weights everywhere!(Almost fail)

Сreating weights through transfer from a sample is quite well described in guides and questions on the forum. in outline.
As said - working with the distribution of weights is the most fun part. Is it true(nope).

The boots did not cause any problems; I just needed to simplify the weight of the sole and adjust the heel.

Boot-blender4.jpg

The boot tops fit the leg quite tightly and with active movements the skin of the shin shows through the surface of the boot. I solved it simply - I disabled the model's lower leg and foot.
I did roughly the same thing with the gloves. Adjusted the tips of the shoulders and disabled the wrists, hands and fingernails.
Working on the dress took me a week. In our game there are almost no dresses or skirts with long hemlines. and this is not without reason. Realistic movement of non-tight fabric when moving legs requires good physics in the game engine. Perhaps using PhysX tools in H5 you can create something similar, but in reality the long skirt is forced to strictly track the movements of the bones of the hips, knees and legs.

dress-weight.jpg

And it looks rude.

dress-fail.jpg

And after few iterations it was much more better:

Dress-blender.jpg

dress test.jpg
Another problem was the medallion on the chest. This is not just a decoration, but a connecting link that connects both breasts and the collar. and it is not at all plastic. the movements of the breasts tried to stretch him in different directions. It was difficult to make it both independent and not hanging in the air. the medallion tracks the movements of the spine.

Outro
Overall I am satisfied with the result of my work. A short version of the dress is in work for now. for convenience during the game.

short dress.jpg
To complete the image, all that remains is to make a hair model (we already have quite similar ones) and blades (we also have them, but they are quite bad)

I want to tell beginners only one thing - you will succeed, but it will take a lot of time.

 

BRDress01_S.jpg

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Wow! That was a great ride to read! I’m even more pumped to try on creating my hats I’m thinking on create! Thanks for that!

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I'll just say this about weights; I hate weights

lol; jokes aside, weights for a long dress is a tuff nut to crack. There is really no easy way to handle it. What I can say is set it up in way that is the most viable option (that isn't capped for certain poses, etc). Also the 'small' dress is probably a easier way to 'handle' it as you can have better weights on it. If you make 2 version, its probably a nice option to give users.

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I have the very same ambition as you: join the clothes creators' distinguished circle. It's awesome see your work progress and I hope you succeed soon. Keep up the good work! 

Have you seen @vi363R's  Python Scripts?

 

I believe these are some of the greatest and underrated tools we have at our disposal and has not been really understood by many. 

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40 minutes ago, SovietTiger said:

I believe these are some of the greatest and underrated tools we have at our disposal and has not been really understood by many. 

Python scripts are good. But they are useless if you don't know how to use blender. And that is the biggest misconception that people have, that there is a 'magic bullet'. I have always emphasized on the importance of 'doing manual' work. Once you figure that out, and you can apply scripts. Making addon becomes 'easy' - call it 'synergy'. 

Aside from me (I know, how narcissistic of me) there is only 1 other person that is capable of 'synergy'; HDiddy (and to a extent, Euphie but she isn't here right now). And before people start misinterpreting that; no diss to other creators, I'm just using my experience and of all the people that I have had contact with in terms of 'modding', HDiddy and Euphie have been the only ones that we fully understand one another.

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I can't even get toys to work, so me creating clothing addons ain't happening anytime soon. I am glad that more people are venturing into becoming modders though. Me? I just can't seem to grasp it, no matter how many times I try.

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Thanks for this tutorial, gives some nice insights on what's involved on creating new clothing! Really interesting read.

On 4/11/2024 at 6:55 PM, Oz70NYC said:

I can't even get toys to work, so me creating clothing addons ain't happening anytime soon. I am glad that more people are venturing into becoming modders though. Me? I just can't seem to grasp it, no matter how many times I try.

It's a lot you have to wrap your head around. Learning basics in Blender, a few extra other modding tools. Getting to grasps with how the game files work with another.
Give yourself some time on that. And dig around on the forums with the "search" for good nuggets of info  and try again 🙂

It can get mighty frustrating; believe me -_-
For me; the switch to blender is a bit of a weird one. I've some basic knowledge in 3Ds Max and so used to the layout and UI, Blender feels alien, but it comes down to practice in the end.

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