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Help with low poly clothes workflow

Thread: Help with low poly clothes workflow

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  1. Thumbs up Help with low poly clothes workflow

    Hello!
    Im posting here because i need some help.

    Im trying to make deckard cain :




    Diffuse only , 10k tris.

    But i am having trouble with the cloth, because i dont know how to make it look good.
    I was told to use simulation but i can't achieve this effect like its wrapping around him :



    Anyone have any tips to make this or another suggestion of workflow?

    Im using 3dsmax.

    Thanks!
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  2. Roninfang is offline
    Posts: 302
    one tip i can give is dont think about the clothes first

    model the body of the character first
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  3. Sorry, i should have said that i already am at this stage :



    :]
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  4. The first thing you really need to do is to identify the peaks & valleys of the cloth. This will ultimately inform the topology. If you've got ZBrush this'll be a lot easier since you can retopo after. The sculpting is pretty straight forward once you know what pulls out and what folds in. This is a quick paint ever of the peaks. It's not 100%, but you get the idea. Find those key lines and everything else just falls into place.
    Attached Images  
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  5. Oh, doing this in ZBrush, it's clear that the cloth is going to have to be done in sections. The cloak isn't all one piece in the concept. It's like 3 or 4. There's the main cloak, the cloth that goes over the shoulders, that piece that hangs at the bottom, and the red cloth by the book.
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  6. Justb's Avatar
    Justb is offline
    Location: Liaoning
    Posts: 318
    Well, your character really has some issues. The arms look really short, and what's with the neck? Study some anatomy. the general proportions are ok, but try posing in a straight standard pose because that's what you will be modeling most of the time for game companies. Just pose it after.

    On another note, you pick a pretty crazy model to do for having little experience with it. I would recommend doing something easier to start out, and then move on to the really crazy stuff. Just my opinion.

    And what Mogo said. It should be done in parts. The clothing looks similar to middle eastern, or Indian. Maybe get some references on the net. Just look at it and see what's separate and what's not.

    After you've done a bunch of models, you start getting more of an idea of what you can do with polys. What can be joined how, and what can't. Freeform.

    Practice, practice, practice.

    Best of luck

    P.S. I like doing my wrinkles with an inverted crease brush. I don't think zbrush has that. It's basically just a brush with the focal point tight. You can also download some cloth brushes from zrush central, and gnomonolgy has a good vid on sculpting cloth.

    W
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  7. Hito's Avatar
    Hito is online now
    Location: Nawfuk
    Posts: 305
    pull out some poly strips following the high lights Mogo drew, then bridge edges to close the spaces between them. add additional loops/edges when absolutely necessary. Only model the largest folds. Get all those accessories in place. if you have left over polies you can add more folds.

    delete the body under the cloths or your rigger will strangle you. If you are rigging him, you'll strangle yourself.
    Reply With Quote Reply With Quote #7

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