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Question: Cloth sculpt to in-game mesh

polycounter lvl 4
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stabile polycounter lvl 4
Hi, I'm not sure if this is the right thread to ask this but I think it's "technical" stuff. Right now im working on a sculpture in zbrush that will turn into a game mesh moodel in the future. My question basically how to do good looking clooth. My first thoughts were those.

-The first option looks awesome in zbrush but im not sure if that will be time worth if l ater I will lose most of that fine detail in the textures. (I dont know if opacity layer has to be really high resolution to preserve that.)
http://www.zbrushcentral.com/showthread.php?177722-Torn-Cloth-Tutorial

-The second thought was to do it just with a few low poly planes and later use opacity in the textures por the effect.

-And the third thing that came in my mind was to do a less detailed cloth than the first one but a bit more than the second one wich I thought was the best idea. Sculpt manually the cuts doing a good looking cloth sculpt in Z and later use textures for the small threads effect.

I did a quick sketch of the idea of the cloth and overpaint to make it easier to imagine.

wHo8tBT.jpg


You can check the full process post here:
http://www.polycount.com/forum/showthread.php?p=2117625#post2117625

Replies

  • MethodJ
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    MethodJ polycounter lvl 4
    Your end result, regardless of process, will be geometry that is separate from the main body. The geo will be flat (no depth) and rigged up to some joint chains to do physics sim in the engine.

    So I'd suggest just modeling a low res plane on top of what you've sculpted, add alpha for the holes, and run with that!
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