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I'm following this tutorial where I'm trying to make clothes for a character. It's been a slow process and the only problem is that I can't seem to grasp the entirety of how it works.

In the tutorial @17:32, after doing everything it turns out to look really neat in the video but I get this result:

enter image description here

This is what happens to the shorts instead and I've tried looking up other solutions such as resizing it, giving it more verts, etc.

Download .blend

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  • $\begingroup$ This looks exactly like my attempts at using sewing! 3ds Max worked well for me and in blender I don't achieve success. I'll follow this in the hopes we see a solution. I have found that if I duplicate the hi-poly character, decimate it into a low-poly equivalent, and use that as the collision object, I get slightly better results. But still very unsatisfying. $\endgroup$
    – james_t
    Aug 14, 2022 at 17:58
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    $\begingroup$ @Irrelevant Cake What happened to the body mesh? (i.sstatic.net/oNZSL.jpg) It's a very bad zig-zag ngon mesh and this causes a lot of shading issues. I would replace it with a clean base mesh. A good body mesh is just quads, which makes editing easier, has good shading, works well with a Subdivision Surface modifier, and deforms well in animation. $\endgroup$
    – Blunder
    Aug 14, 2022 at 19:55

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As I often am frustrated by "blender sew" results, I decided to watch this good video and play around and made some progress, and perhaps playing with more params might yield better results. Where I left off:

enter image description here

I tweaked several things.

For the Collision object (character mesh): I (further?) decreased the Outer thickness as he described in the video, increased the Friction somewhat.

For the shorts: I eventually widened them as they were not closing completely. I decreased both Collision and Self C distances as mentioned in the video. I then had to decrease the shrinking factor (I'm not sure why this is so sensitive). I increased the Quality steps to 12. I added a Subsurf Modifier and also did his recommended Shade Smooth.

If I'm forgetting something, I include the resulting file (I see blender-exchange file upload is broken again today). Also it's possible that some of my edits were unnecessary!

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    $\begingroup$ One more thing: the face orientation of the sewing pattern mesh is not correct. If you duplicate the (front) mesh to create the back side don't forget to flip the duplicated mesh (i.sstatic.net/aj8vx.jpg). To fix it, switch to Edit mode, select everything (key A), press Alt+N, then select Recalculate Outside. The blue color must be outside, red must be inside. $\endgroup$
    – Blunder
    Aug 14, 2022 at 19:46
  • $\begingroup$ @Blunder -- eurika: I was always trying to switch the normals of both sides to compare the results, which never helped! The referenced video doesn't mention this. $\endgroup$
    – james_t
    Aug 14, 2022 at 20:05

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