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An Intermediate Tutorial on Second Life Clothes Making

Jennifer McLuhan
Smiles and Hugs are Free
Join date: 22 Aug 2005
Posts: 441
06-19-2006 09:53
Since SL's sucky forum won't allow uploading pictures, they have been stripped from the tutorial. If anyone wants a pdf file version with pictures, email me at [email=jennifersl@bellsouth.net]jennifersl@bellsouth.net[/email]

An Intermediate Tutorial on Second Life Clothes Making

Several people have come to me after one of my in-world classes and requested additional details and tips on making clothes,. It is very hard to demonstrate something like clothes making in Second Life without the use of pictures. This tutorial is an attempt to better answer some of the questions of my in-world students on how to make clothing in Second Life.

As the title says, it is an intermediate tutorial. If you know nothing about making clothes in Second Life, I recommend you first read the excellent tutorial on making a shirt by Nephilaine Protagonist, Robin “Wood” Sojourner’s “Making a T-Shirt in PS,” or attend one of my in-world classes. This tutorial will assume you know a lot of the basics and talk more about photo sourcing, and making collars and buttons.

A Few Words on Templates

It is important you understand what the templates can do for you and their limits. There are three sets of templates. Linden Labs developed a set of four templates, head, top, pants and skirt. Two professional digital artists, Robin “Wood” Sojourner and Chip Midnight developed their own set of templates, which they offer to us for free. I use them both. (Fig. 1) shows both of them side-by-side. By all means get them and try them out.

Templates are like the sewing patterns used to make real world clothing. You lay the two-dimensional pattern on the material, cut it out and sew it together. You then wrap the two dimensional material around your three dimensional body. So it is with the templates. They are two dimensional. However, the two dimensional clothing will fit around your 3-D avatar.

Our real world clothing are cut and sized to fit our bodies. Our SL clothing will fit itself to our 3-D bodies. The clothing designer needs to be aware of this. It can cause distortion of your beautiful hand drawn tattoo or skirt fold. This is especially true around the shoulders and the front middle of the skirt.


The Polo Shirt

Our project will be the ubiquitous polo or golf shirt. Strangely, I have never seen many around in SL. So, if I suddenly see them popping up like new residents at the Welcome Area, I will figure it was because of this tutorial. :)

The polo shirt is a good project. It allows us to practice some advanced skills. Polo shirts have collars and buttons. Both men and women wear them. However, they hang differently on our bodies. In this tutorial we will attempt to deal with each of these items.

Photo Sourcing.

Okay, we have our graphics program up and running with our favorite template or, in my case, both Chip’s and Robin’s. (I use layers from both templates. I like Robin’s colored marks and Chip’s shading guides.) We are ready to start. What next?

Many designers like to use photo sourcing. Other’s, frown on the practice and consider it beneath a true artist. That may be true. However, I am not a true artist and neither are most of the people reading this tutorial. Photo sourcing is a tool that can help us produce nice clothes. If it is used as a tool and not a crutch.

I think that often photo sourcing takes more time than it is worth. With a little effort, usually you can produce a quality garment by drawing most of it quicker than through photo sourcing. Photo sourcing is not as easy as it looks. When I first started making clothes for SL I used photo sourcing. All of those early attempts are in the “No one will every see group” of clothing.

To photo source you must first find an appropriate picture. You then copy and paste it into your graphics program, (Fig 2) resize and stretch it to fit the template (Fig. 3). Since most photos are of the front, you still need to make the back. Often, the photo is not a perfect frontal shot and you need to play with one side to make it match the other. Lastly, most good candidates for photo sourcing are not on human bodies. The wrinkles and folds that make the garment look real are different when on a clothing hanger than on our bodies.

All of these problems require the use of cloning to copy a section of what you want into the areas where it is needed and/or, you draw in the needed parts, such as the back of the collar or pockets.

So, in my opinion, photo sourcing should be used as a learning tool until you learn to draw the clothing, with a few exceptions. Often it is easier to photo source things like buttons, belts, etc. than draw them. Chosen Few, another graphic artist in SL believes that we all have the ability to draw, we just have to practice. So, why don’t we start drawing our polo shirt by using a tool many “real” artist use, tracing.

Tracing the Collar

In figs 2 & 3. We took a polo shirt photo, dropped it into the template and resized. I could then use it to trace my collar. However, I don’t like this collar. It isn’t defined enough and I would prefer a more upscale collar. The nice thing about SL is that we can easily pick al la carte.

Fig 4 shows a different collar. I have already selected what I want. In fig 5, I have dropped it into my template and resized and positioned it over the first shirt.

Using Paths and Multiply & Screen


I like paths. They are easy to make and save. Any path can be turned into a selection. I made a path that goes around the template for the shirt. Turned it into a selection and filled it with a (240,240,240) color. That is about 5-8% gray. It will look white but it allows me to add highlights. The shirt we will make will be tintable. One upload many colored polos.

I could then trace the collar onto this layer. However, I will want to change colors later. So I will use layers. I like to do all my shading with the use of multiply and screen layers. The multiply layer allows me to draw shadows and the screen layer the highlights. Robin Sojourner did a wonderful write up on overlay layers and the multiply and screen layers in SL’s Design & Texture forum. If you are not familiar with their use, I recommend that you read it. I don’t know if the url is in the sticky of outstanding tutorials on top of the forum? If it isn’t do a search.

Fig 6 shows the beginning of the collar tracing and fig 7 shows it after about one half hour of work. I could have just used the photo sourced collar. However, I will want to change colors later, so I drew it. Next I need buttons.

Buttons

Buttons are something that I photo source. It is easy to use a photo of the button you like then copy and paste it into SL. I use a separate button layer. Here I used the bottom button on the shirt, cloned it twice into a new layer and just changed the color using the Hue, Intensity and Lightness controls to a pearly white. I then added a little more shadow effect. (Fig 8)

Wrinkles and Folds

Wrinkles and folds frustrate me. I spend more time on them than anything else. I struggle and struggle, draw and redraw to get them right. Finally, I get a really cool looking shirt or skirt. I upload it and SL turns my beautifully drawn crease into a smeared mess.

Look at the folds on your clothes in SL. Study what the designers do. You don’t need complex folds and wrinkles to give the appearance of clothing. The brain is very good at filling in the details. They just have to look like natural folds.

I recommend you get a book or two on drawing clothing and study the way folds and wrinkles form on our bodies. Men and women are different. Our different body shapes makes the clothes fit differently and fall differently.

In our polo shirt, I will make two sets of folds and wrinkles. One for the male and another for the female. The wrinkles in the front of a woman’s polo shirt tend to start at her breasts. In the male, because of his normally flatter chest, at the bottom of the buttons.

Again, I use the multiply and screen layers to draw the wrinkles. The sleeves will be the same. Here you don’t want anything fancy. It will be distorted by the avatar, especially the male shoulders and upper arms.

Figure 9 shows the finished shirt in the female version. Notice the wrinkles radiate our from the breasts and the shading under the breasts. There is also some highlights on the top of the breasts. You can also see the different M&S layers I used for the shirt. I have made the shadows and highlights heavier than needed for a white shirt. I will lower the intensity before I upload.

The skin color layer is a skin texture I use as a bottom layer. It gives me a more realistic look and I use it when I upload into the DAZ Studio avatar.


Now, the Magic

We have a tintable version of our shirt. But, why stop now. We put all this hard work into drawing the best shirt we are capable of drawing. Let’s make an entire closet of polo shirts.

Changing Color

The beauty of using M&S layers is in what you can do with different colors and fills. We could have drawn our shirt using a darker shade of our shirt’s color. However, when we change from say red to green, red shadows and highlights just don’t look good on a green shirt. By using M&S layers to do our shading and highlights we can change to any color and the shading will match. All I have to do is adjust the intensity of my M&S layers to fit my color. Heavier for darker colors and lighter for light colors.

Fig. 10 shows the same shirt in emerald green. All I did was select the shirt path and change the color. Still, we can easily do more.

Let us see if we can duplicate the original shirt. Remember the use of paths? I made paths of the different colored areas. Fig 11 shows part of the collar selected and the color poured into it. Fig. 12 shows the new shirt ready to be uploaded. The alpha channel has been activated. This is also the male version of the shirt. You can see the different shading on the front of this shirt from the female version. Notice also the buttons. I went back to the original buttons.
I hope I have helped you and given you some ideas. It is only through practice that you will get better. Experiment with fills and paths. Read the tutorials by Robin and Chosen. They are experts on Photoshop. If you use a different program many of the same things can be accomplished in your program.

If you see me in-world, show me your new polo shirt.

:)

Jen
Jennifer McLuhan
Smiles and Hugs are Free
Join date: 22 Aug 2005
Posts: 441
06-21-2006 17:20
I received an email telling me that some of he photos didn't show up in the pdf file. I will try to redo the file and make sure all the photos are visible.

I can't promise I will get to it until Friday. I am taking a one month long grad course and it is consuming all 25 hours of my day. My bf expects the rest.

I promise to re-email it to every one.

Jen
FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
09-07-2008 14:10
Sorry for necroposting but was doing search for information and this needed a bump for those who haven't seen this.
I have been trying to find tips in how to increase details to certain details for clothing i.e buttons.
Issue is I can't afford a 3d paint software and I am finding when dealing with drawing extremely small pixel related things buttons the details just have difficulties. :(
I am not sure if this person is around any more so I don't know if I should contact them for images.
One thing I have tried to do is when finding images is tracing and drawing them but I am still in major need of ton of practices
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Namssor Daguerre
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Join date: 18 Feb 2004
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09-07-2008 18:44
From: FD Spark
Issue is I can't afford a 3d paint software and I am finding when dealing with drawing extremely small pixel related things buttons the details just have difficulties. :(
A very easy solution to detail drawing is to blow the subject up and work very large on a separate layer. Shrink it down on another layer after the major work is done. No need for any 3D app. This can all be done in a 2D image editor. The tutorial here explains it pretty well for photo sourcing. Place a shirt button on a flatbed scanner, if you need to. The image will come out just fine.
FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
09-07-2008 22:41
I thought about doing certain things with scanner...that is good idea.
I did find tutorial on buttons they start as 128 by 128 pixels in on Google.
I have done similar buttons on separate layer
I made this fancy silver button it had lots of rings and wavy lines on it. lot of embossing to make
it look carved,etc similar to the tutorial in past to this one
http://flapjack.modwest.com/photoshop-tutorial-how-to-make-buttons-for-clothing
Yet when resized it size to make it look right size for the shirt, the image changed especially when I uploaded it in world all detail was gone.
The resolution change made it blurry and fuzzy.
Is there anyway to paint a the 3d effect and reduce it down to 8 to 16 pixels without the details going away without 3d paint application or rendering software?
I haven't tried scanning buttons but I thought doing that with stained fabrics.
Just wonder what will help when resolution sizes changes.
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Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
09-08-2008 03:57
FD the only way to get such fine detail on to a button would be to make prim buttons and apply a 512 x 512 texture of the button detail alone on it. There is only a certain amount of information that can be adequately downsized without losing detail. The only other solution is to reduce the amount of detail you have, just keep the most important part, just remember that sometimes the brain fills in parts not there, also although you know how it should look other people don't, so what you might not be happy with because it's not how it should look to you, other people don't know this and just think the end product you show them is brilliant anyway.
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Namssor Daguerre
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Join date: 18 Feb 2004
Posts: 1,423
09-08-2008 06:00
From: FD Spark
Is there anyway to paint a the 3d effect and reduce it down to 8 to 16 pixels without the details going away without 3d paint application or rendering software?...Just wonder what will help when resolution sizes changes.
If you're working on the avatar textures instead of resolution independent prims (a good choice for buttons!) then Unsharp Masking will help a bit. Photoshop (post CS) has that built into the interpolation algorithm for resampling to smaller image sizes. Again, 3D applications do not gain you any advantage whatsoever at such a confined location (shirt button). Use of Bevel/Emboss/Drop Shadow and other simulated 3D layer effects in Photoshop are non destructive, unlike baked 3D effects in applications like Maya, ZBrush, etc., and far easier to manipulate.
FD Spark
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Join date: 30 Oct 2006
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09-08-2008 10:13
From: Namssor Daguerre
If you're working on the avatar textures instead of resolution independent prims (a good choice for buttons!) then Unsharp Masking will help a bit. Photoshop (post CS) has that built into the interpolation algorithm for resampling to smaller image sizes. Again, 3D applications do not gain you any advantage whatsoever at such a confined location (shirt button). Use of Bevel/Emboss/Drop Shadow and other simulated 3D layer effects in Photoshop are non destructive, unlike baked 3D effects in applications like Maya, ZBrush, etc., and far easier to manipulate.

Okay I am sorry totally dumb about certain things.
I confess I don't understand certain tools. I will Google certain terms and try to understand.
I have seen certain details like chain,etc on clothes often 8 pixels that really detailed and I always thought they used some type of 3d rendering type program that wasn't PS.
These terms I don't understand:
interpolation algorithm (I may not have it using CS version 8.00)
Unsharp Masking
Drop shadow I think I know but never really understood them.
I understand certain tools are non-destructive or destructive.
Like sponge and blurr sometimes when I use it I just don't yet have grasp of tools yet
sometimes with certain tools when I am using I can't tell the new changes or if they are doing
anything.
Emboss/Bevel one problem I run into example when I did some underwear I got really bad
waxy build up in wrong places.
This is example of failed thing I did with emboss.
It helped making 3d looking features on the underwear but I couldn't do the details
in front and I end up having wax lines in ways I didn't want.
This is problem I keep running into but I don't get how to fix.


House of Thor symbol details all gone image is majorly distorted and details no longer are visible.
The design in center of ring started out at 128 x128 center of ring resized is 64 by 64
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Cecil Petrov
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Join date: 22 Sep 2007
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09-12-2008 09:35
From: Dekka Raymaker
FD the only way to get such fine detail on to a button would be to make prim buttons and apply a 512 x 512 texture of the button detail alone on it...


For the love of god please don't apply a 512x512 texture map to a button! Consider that in most cases a button is less than 10 pixels high in casual viewing. That being the case, 64x64 would be 600% of the resolution you'd need for such an element.

Fight texture and geometry pollution in Second Life!

(BTW, no offense intended toward the original poster--I just like to be dramatic.)
Cecil Petrov
Registered User
Join date: 22 Sep 2007
Posts: 5
09-12-2008 09:41
From: FD Spark
Okay I am sorry totally dumb about certain things.
I confess I don't understand certain tools. I will Google certain terms and try to understand.


You are doing the right thing mate. Just keep reading, asking questions and trying stuff. Also, don't be afraid to just pick up the old photoshop paint brush and *paint* all of these little effects by hand. Might not be the fastest way to do it, but it will help you learn.

Also, if you're not confident that you can achieve some of these effects by hand, you should consider reading up on the principles of artistic rendering (not 3D, but drawing and painting), design and color theory. You can browse forums like "The Drawing Board" "CGTalk" and "ConceptArt.org" and learn a TON about these topics without spending a dime--AND you'll be gaining valuable skills that apply outside of SL.

Cecil

---
Fight Texture Size and Polycount Pollution in Second Life. Work efficiently.
FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
09-12-2008 12:21
Thanks I had thought about the prim button thing.
The thing is when you use 512 by 512 texture on very small prim it doesn't always work specially on spheres.
I make very tiny dolls clothing and run into that problem image doesn't allign properly and its really hard to get texture mapping often right if item is already small.
Recently with new changes I get really weird distortions when changing path cuts and shapes that are small.
I check out the other places, lot of how I learned how to do draw things is from places similar.
There is lot of great drawing tutorials.
I try not to depend on photo images unless I am using as way learn to draw photo realistically over it.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
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09-12-2008 13:04
From: FD Spark
I make very tiny dolls clothing and run into that problem image doesn't allign properly and its really hard to get texture mapping often right if item is already small.


Fortunately, if an item is really small, nobody is ever going to notice whether the textures align pefectly or not. A tiny prim can't display a very pixel-rich texture, so you can't put much detail on it, and very few people are ever going to zoom in tight to see it anyway. Besides, Dekka is right...

From: Dekka Raymaker
... reduce the amount of detail you have, just keep the most important part, just remember that sometimes the brain fills in parts not there, also although you know how it should look other people don't, so what you might not be happy with because it's not how it should look to you, other people don't know this and just think the end product you show them is brilliant anyway.


Keep It Simple ....
FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
09-12-2008 17:31
Yeah that sucks cause I have these lovely carved buttons I sure like to see details.
Sunshine one's I put on my newest creation few days I didn't seem to work either detail wise but
I try some of techniques mentioned here.
I would notice if only half of button pattern would show I guess that is perfectionism;)
I made something that was suppose to have scales and it didn't look scaly in SL so sometimes you just can't predict unless you're really smart about your art program of choice and talented about programs like Nassor, Chip, Chosen or you all who were kind enough to respond.
Thanks, FD
P.S. Checked out The Drawing Board.org that has lot of really cool artwork there.
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Seshat Czeret
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09-12-2008 20:38
The problem with high detail stuff is that everything, ultimately, becomes pixels. There is a minimum size for pixels!

Clothing in SL ends up being 512 * 512 before it's wrapped on the avatar, so anything more detailed than 512 * 512 is lost.

That said, most of us work with 1024 * 1024 then scale down to 512 before uploading. This lets us make that extra detail, then have our graphics program scale it down with the blurring and aliasing effects that trick the eye into still 'seeing' the detail.

Myself, at my current stage of development in SL clothing skills, I figure that anything I can't draw at pixel-level detail at a 1024 * 1024 level isn't going to be 'visible' in SL.
(If Chosen Few or Chris Midnight or one of the other experts contradicts that statement, listen to them.)

But yeah - don't overstrain yourself trying to get to a detail level beyond what can be expressed in pixels at a 1024 * 1024 level. Go too much beyond that detail level and you'll just get a blurred out mess.
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Harpfairy Kas
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Join date: 8 May 2008
Posts: 26
09-13-2008 08:57
Lol!

Well here I've been using 512 all this time.
Should I be drawing on 1024 then?

Thanks!
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
09-13-2008 09:41
It's smart to do your design work at 1024 x 1024 pixels. Any irregular wiggles you make at that size are softened when you reduce the image to 512 x 512 for upload, so you end up with a much cleaner-looking texture. Also, it's easier to get things in exactly the right place at high resolution than it is at lower resolution. That's important for details like stitching and buttonholes, and also for some truly delicate operations, like lining up thong underwear precisely along the wickedly thin crotch line so it neither disappears nor bleeds down the thigh. Shading also looks softer if you do it at 1024 x 1024 and then downsize.

Just remember.... Save your PSD file at 1024 x 1024 resolution, THEN downsize to 512 x 512 and save it to TGA or PNG for upload. Don't make the mistake of saving the PSD at the lower resolution because you won't be able to go back later and do any update tweaking at 1024 x 1024. You will have lost 3/4 of your pixels.