Strategy for logos for tshirts.

Strategy for logos for tshirts.

Hi Guys.

attached the project if anyone can adapt it to get it working.

I have the 3D model of a tshirt and I am trying to achieve the following

1. Get the base colour of the shirt set as a material.
2. Use the PNG image ( Gary) on top of the base colour as a separate material.
3. export to Unity ( can do as FBX and retain materials)
4. Within unity be able to swap out the materials in code ( both the base material and the PNG). I can do this.


Using the JPG with a large white / red outer background and turn of tiling will achieve what I need ( as the outer white / red will colour the tshirt.)

This is not ideal as I have to create a different version for each colour.

In the render ( image 1 & 4 ) I would expect the first material colour to show through.
Also the png has a black area around it. Is it possible to change some settings to hide the black area and allow the base colour to show through.

Cheers

Steve Warby

Project located at.
http://www.aceoftoons.com/temp/Archive.zip
 

Attachments

  • shirtLogoTest.png
    shirtLogoTest.png
    148.4 KB · Views: 321
Hi Frank,

thanks for the input but I'm not getting what I need.

My nodes look similar to yours but not the same ( Is this relevant )

Working from the left the front and back have the image set to tile. This covers the whole shirt front & back but I only want one image to show.

The third & fourth images have the same issue as my original.

Cheers
Steve Warby
 

Attachments

  • Screen Shot 2018-09-17 at 22.11.45.png
    Screen Shot 2018-09-17 at 22.11.45.png
    290.9 KB · Views: 266
  • Screen Shot 2018-09-17 at 22.11.27.png
    Screen Shot 2018-09-17 at 22.11.27.png
    256.4 KB · Views: 293
  • render1.png
    render1.png
    94.2 KB · Views: 290
Ok:
1. Don´t touch UV coords of the Material
2. Instead scale UV island in UV editor till it matches size&placement
3. paint select polygons covering the decal
4. Invert selection
5. make new shirt diffuse color material; needs same specifications linke the decal material
6. Apply shirt color to inverted polygon selection in 3d view
7. add composite node with the same shirt color and the decal/image node
8. for other colour variation change shirt diffuse und composite accordingly

Cheers
Frank
 

Attachments

  • ShirtDecalOnColouredBG.jpeg
    ShirtDecalOnColouredBG.jpeg
    178 KB · Views: 274
  • Shirt.png
    Shirt.png
    164.4 KB · Views: 292
Thanks Frank,

I have now got this working.

I now have another question.

1. If I add some reflection in the red colour I need to add the same amount of reflection onto the red in the colour that surrounds the image ( ie colour in the node ).

How can I do this please?

Cheers

Steve Warby
 

Attachments

  • shirtRenderRed1.png
    shirtRenderRed1.png
    181.8 KB · Views: 262
  • shirtRenderRed1AddedReflection.png
    shirtRenderRed1AddedReflection.png
    184.6 KB · Views: 261
As I wrote; use the same specifications. Note the RGB values for the specularity channel and apply it to the other material or vice versa. For me it seems quicker to drag that color to the little drawer underneath the color-picker tool and drag it from there where it's needed.

Cheers
Frank

PS: Didn't expect Latex for the shirt.
 
Please find the working jas file and exported fbx files at

www.aceoftoons.com/temp/shirtLogoTestJasFBX.zip

I export as fbx (embeded texture clicked) and then use in unity. In Unity I just see red tshirts with the grey area.

I openend the fbx file in cheetah and see the same. ie the 3 image materials have lost their settings.

What am I missing here please.
 
Also if I drag the jas file into Unity I get the same result.

ie I get just grey area on shirt.

Is Unity not understanding the nodes information ?
 
Ive searched the forums and don't understand how to bake.

I guessed at adding a bake Texture to one of the t-shirts. I then clicked on Ok Baking UV Co-ordinates. I then Render Bake Texturee.

This gave me the attached image.

I presumed I now drag onto a blank t-shirt and it would work.

It doesn't ( attached image ).

Have I done the correct procedure if not what do I need to do.
 

Attachments

  • bake2 copy.png
    bake2 copy.png
    198.3 KB · Views: 264
  • bakeOnTshirt.png
    bakeOnTshirt.png
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As you already have proper UVs don´t generate new UVs - just use "Bake to: UV1". Save the baked image and make a new material with it connected to the diffuse channel and apply it to the mesh - while disable/deleting the old ones.

Cheers
Frank
 
Sorry Frank,

I'm not getting this.

I created a new material.
Loaded the new baked image onto the material.
Cleared the materials from the t-shirt.
Dragged the new material onto the t-shirt.

I get the result show in the second image of the last post.

Which bit am I not getting
 
Maybe the composite-node is in the way of a flawlessly baking process. If Unity is your end-goal I´d skip this approach and clearly UV-map one shirt after another. In essence you put your decal on a large coloured background - adjust scale and placement in Cheetah3d´s UV-editor (cuff+backside of shirt can be downscaled to fit the background color of the template.)
In this case it´s all it takes. Understood?

Cheers
Frank
 
1. Get the base colour of the shirt set as a material.
2. Use the PNG image ( Gary) on top of the base colour as a separate material.
3. export to Unity ( can do as FBX and retain materials)
4. Within unity be able to swap out the materials in code ( both the base material and the PNG). I can do this.


How can I set this up please.
 
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