LATEST UPDATE (8/31/2014):
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I've been playing Company of Heroes 2 lately, and it sort of reignited my love for everything WWII, so I decided to take a shot at modelling a German ostfront paratrooper as a portfolio piece.
References can be tough to find for certain items/views, but this is the sort of look I'm going for:
This is where I'm at so far. Keep in mind that the only parts that will show from under the uniform/gear is his face so I won't be detailing the rest of him.
The problem I'm facing at this point is that I'm not sure how to proceed with the uniform. I've somehow managed to avoid modelling/sculpting cloth on my characters up to this point (opting for some sort of armour instead). Sculpting something that thin and not having it be a nightmare is something I'm yet to learn it seems.
How do you guys typically approach modelling clothes like this? starting out in max and move to ZBrush?
Any advice would be appreciated.
Replies
You're way above my level, but when I've had to do clothing I've found the best way is to start with a clean, extremely low-poly mesh of the body, copy and "thicken" it to get the general shape of the garments, and go from there. The idea is: model the base topology and paint the folds and wrinkles.
Some progress:
The quilt pattern is just temporary to see what it would look like.
The pants, gloves, boots and helmet are still just zbrush blockouts. I extracted the jacket shape in zbrush then retopologized in max before appending it back in and adding some basic deformations. Still a long way to go obviously.
I'm gonna model out the rest of the belt and shoulder straps before I move on to the coat, since it's all affecting the shape of it anyway.
Still not sure how I'm gonna approach the scarf/head wrap, can't find good references for how they should look.
Critiques/Comments are very welcome!
Mixing these types of brushes on your wrinkles here and there may give you the sharpness your looking for.
Best of luck! And yeah, I'm totally feeling a WW2 resurgence after years of it being overdone to death in games and films. Now that everything's modern warfare/zombies ate mah neighbors, World War 2 is looking appealing again
WWII feels like it was the last "fair" war, where the different sides felt somewhat evenly matched against each other, and the fighting had a lot more face-to-face action, instead of the drone-infested, ridiculously asymmetrical warfare going on today. Ofcourse, I'm only speaking from an aesthetic/story-telling/gameplay point of view. Real-life wars suck.
Progress:
Bonus BPR silliness:
I think next I'm going to try my hand at modelling an MP40 to strap onto him. Haven't modelled any weapons in years!
As always, Comments/Critiques always appreciated. Don't be afraid to rip into it (as long as its constructive).
It also looks like it has a different strap system than the normal helmet.
Interesting. I found references for both kinds of helmets so I wasn't sure which was more accurate and went with the aesthetic preference. I'll work on fixing it, thanks for the feedback.
note, the stretching on the sleeve pattern has been fixed (coat uv).
UPDATE:
Retopologized, Unwrapped, and began texturing him. I have the main elements (head, good, helmet, jacket, pants, boots) on a 2k map, and the rest of the accessories, belts and straps on another 1k map. Haven't unwrapped the weapon yet, but it will probably have its own 512 or 1k map when I do.
29k Triangles with the MP40 (4K triangles).
Comments/Critiques are appreciated!
I think this is as far as I can take it on my own.
I'm gonna take the opportunity to try and learn creating basic rigs for presentation purposes, since it kinda sucks to go through all this effort just to show something in T-pose.
tl;dr stop looking at his butt
Calling him done for now, had a lot of fun with this one!
As always, comments and critiques are very welcome!