Modelling guide

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Prerequisites

The PhysX plug-ins are freely available for download through the APEX/PhysX Registered Developer Program (RDP). If you are not registered you will first need to

  • - Register for the NVIDIA Registered Developer Program (RDP).
    - After you created an account an email will be sent to you with further instructions.
    - Fill out the general RDP registration form and
    - Apply to the APEX/PhysX Registered Developer Program.
    - Once you are registered in the APEX/PhysX RDP, nVidia will send you an email with download information for the APEX/PhysX Tools and SDKs (login required).
    -Download the 3ds Max or Maya DCC plug-in plugin from here: https://developer.nvidia.com/rdp/physx323-apex-123-tools-downloads

Avatars

To use any 3D model in Fitnect, the 3D clothing must be fitted and skinned to our woman and man avatars.

Avatars can be downloaded from the following link: http://get.fitnect.hu/download.php?f=Fitnect/avatars_T30.zip

Modelling

2d photos.jpg

Create the 3d mesh of the clothing using standard polygonal modelling tools.


  • 3D mesh should be in A-POSE.
  • All units are in meters
  • Mesh density: maximum 5 000 polygons (quads)
  • Use the provided woman / man avatar for size and pose reference
  • Single sided materials can be used only, so all the normal vectors should point out of the model
  • All the sub-objects should be merged into one object


3dmesh.jpg

Texture maps

Currently diffuse, normal, specular, and alpha maps are supported.

  • Diffuse map is required only, other map types are optional
  • Texture sizes are 1024x1024, or 512x512 (specular)
  • All the UW-s should be unwrapped to a single image
  • Save the texture maps in separate files


texture maps

Fitting

Align the clothing on the avatar.

  • Make sure the mesh of the avatar and the clothing is not overlapping each other.
  • Make sure to have some free space for other clothing such as skirts / pants.
  • Using dummy skirt/ pants is recommended

Avatar.jpg

Skinning

Before skinning

  • select the cloth and set it's pivot point to the origin (0,0,0)
  • Go to the utilities and reset X-Form
  • Collapse the stack

Use 3D Studio Max's Skin Wrap modifier to map skeleton weights from the avatar to the clothing

  • Use the following settings
  • Add "Avatar" (so the modifier will project skinning weights from the avatar to the clothing)
  • Wait until the skinning process is done.
  • At the end press „Convert to Skin” button
  • Use the Skin modifier to fine tune the skinning if needed - Optional


Skin wrap.jpg