week7: style 3D clothes texture and UE hair settings

Create maps and textures for the three clothes

In the above screen recording process, I obtained three suits that fit the character by modifying the clothing details. Then I need to automatically topological and arrange the model UV in Style3D, and create maps for the clothes. The process of adding colors is relatively intuitive. Here is a detailed step-by-step description of the text:

  1. Automatic UV topology and arrangement
    Use the automated UV topology tool provided by Style3D to expand the UV of the model.
    Ensure that the model is completed and that the individual pieces and sewing relationships are correctly assigned. You can view the cut of the model in the 2D interface.
    Go to the UV Expansion tool: In Model selection mode, select the clothes or model parts you want to topological. Select the UV function in the toolbar.
    After clicking the Auto Topology button, Style3D automatically expands the UV based on the geometry of the model. The software generates the appropriate UV set based on the position and size of each face. For complex shapes, Style3D optimizes UV unfolding to ensure minimal stretching and overlap.
    After the automatic topology is complete, enter the UV editing mode and you can further adjust the arrangement: use the arrangement function to arrange all UV parts evenly.
    For complex parts, the size and Angle of the UV can be manually adjusted to ensure that the texture and pattern of the fabric will not be deformed.
  2. Make stickers
    In the Materials panel, you can create or import existing texture maps.
    Select Base Color Map and import the image file I want (e.g. JPG, PNG format).
    In the UV editing interface, you can edit the map directly in this interface, or you can export the UV expansion and draw details in an external image editing software such as Photoshop.
    If editing in external software, make sure the size and resolution of the map is appropriate for final rendering. For detailed maps (such as textures, patterns), you can reduce the painting effort by mirroring and copying.
    Import and apply maps:

After editing the map, import it into Style3D and apply it to the corresponding model parts. In the material Settings, you can adjust the parameters of the map, such as brightness, contrast, or set different reflectivity and roughness.

I use red in the scene of flourishing times, because red is a symbol of auspiciousness and festivity in Chinese tradition, and is often seen in the clothing of weddings, festivals, and other occasions, representing good luck and joy. The collocation of red and gold is especially common, such as palace decoration and court clothing.
At the same time, I use blue and yellow gradient colors as costumes in the virtual wonderland, because the gradient of blue and yellow is not common in ancient Chinese culture, which also implies that this is not the real world. Meanwhile, the gradient effect can increase the visual level, making the clothing look more vivid and dynamic.
For these two sets of clothes, I chose the map respectively: waves and clouds
Wave patterns can be used to symbolize movement, power and natural beauty. Waves often appear in ancient clothing and art, symbolizing the greatness and irresistibility of nature. Through the use of wave patterns as the shading of clothes, through the hidden texture can increase the sense of flow and layer of clothing, especially suitable for matching with gradient color, forming a visual harmony and unity. Detailed wavy shapes appear in the hem, cuff or hemline of the dress, creating a natural and smooth transition.
The shade of my red clothing uses the auspicious cloud pattern, which symbolizes auspiciity, good luck and protection of God in Chinese culture, and is a common decorative pattern in traditional clothing. Xiangyun patterns are usually elegant curves and changeable forms, which are matched with red to enhance the expression of its traditional culture. At the same time, the animation theme is further strengthened around the beautiful vision of peace and auspiciousness.

After I import the hair into ue, I need to modify the parameters in ue to make the hair look realistic. The friction coefficient and recovery coefficient can be adjusted by editing the physical material, and the weights can be adjusted by mixing the physics and animation Settings. Here’s how to do it:

  1. Set friction coefficient of physical material
    The physical material in UE5 determines the physical behavior of the object upon collision, including friction and recovery (elasticity).
    In the Content browser, right-click on the blank area and select Physics > Physical Material to create a new physical material.
    If you already have a physical material, directly find the corresponding physical material file in the Content browser and double-click to open it.
    Modify Friction: After opening the physical material, you can see the Friction property in the panel.
    Friction: Control the friction resistance of objects when sliding between them. A higher friction value means the object slides less after a collision, and a lower value makes it more slippery. The default value is usually 0.5.
    The friction coefficient can be lowered (e.g. 0.2-0.3) to make the hair slide smoother after collision.
  2. Modify the Restitution coefficient:
    In the same panel, find the Restitution property.
    Restitution: Controls the elastic response after a collision. The higher the value, the more the object bounces. The default value is usually 0.5.
    If the hair bounces too sharply after a collision, this value can be lowered (e.g. 0.1-0.3) to reduce the effect of bouncing.
  3. Apply physical material:
    Apply the created physical material to the colliders and hair of the character’s body.
    Select the character’s Skeletal Mesh or Static Mesh, and in its collision Settings, find the Physical Material option and apply the physical material you just created or edited to the collider.

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