Hu,
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again me, but this time trying to do a project to learn Marvelous Designer as part of John Gotch's CGMA course. Theme will be a modern day soldier / merc, trying to push as much fabric as possible through MD only doingt the final touches in ZBrush.
To not waste too much time I picked up an existing base mesh and used it for the first set of clothing (rolled up long sleeve shirt and some military baggy pants). Next stepp is to get some of the belts/straps, knee protectors faked in MD to get folds. After that I will move on to gloves and armor parts.
I kept the shirt simple and tight as armor and a shemag are going to cover most of it so I don't want too much material beneath those.
In the meantime I also did the face to get a better sense of the character.
Any critic/feedback regarding anatomy or anything else is as always highly appreciated
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There are still some parts like straps and knee protectors where I am not sure if I am going to start them by using MD or simply model them in Maya.
Next step will be the torso armor. Many things to consider regarding workflow there so it is going to be interesting.
There are also some parts of the face I want to touch up again.
To go through the final lessons of John Gotch's course I got the pants into Maya and with the help of transfer attributes I did a retopo. I also added some thickness in specific areas, since I can't afford to add pannel loops on the whole pants due to hardware performance.
Here a picture of the pants now in ZBrush:
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There will be some adjustments to the belts and (now missing) kneepads. Belts and plates are just placeholders and the mole-system strips need detailing.
Any feedback regarding the cloth/folds would be highly appreciated.
Before the enforced break I added some MD parts after retopogizing them in Maya. I also realized I badly needed a block out for bags and equipment part from this point on to be able to plan accordingly.
I started working on the armor for the chest and arms adding some folds and pushing those from MD a little more. I am leaving the fabric structure to textures, same will be the chase with the shemagh and the mole bandings.
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C&C as always welcome.
Next step will be starting work on pouches and equipment back in MD and Maya and finishing the belts.
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C&C as always welcome.
Pouch is still rough out of MD and for the com I looking if I will put it in a pouch or just attach it to the armor and add details to the hardsurface model.
Next are some more bags before getting all those (planned) pouches into Zbrush for details and zippers...
@mystichobo: Thanks for the advice! I've been doing definitely too little hard surface stuff in the last 2 years. I will smooth those edges and do some test bakes
I guess today I will take a look at the edges as suggest by mystichobo before moving on to the next pouches.
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I hope by the end of the week to be done with the character itself (knee pads, boots still missing, belts and shirt need to be sculpted). That would be where I take a break and go to baking and texturing (and fixing those hard edges) before adding additional equipment (pistol, holster,...). I guess then at least I have something finished and showable from this project.
The pads are now added and I am up to the shirt and belts. Also based on the feedback there will be some attempts to embelish the folds on the armor a little more.
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Low poly and baking up next.
Calling it done. Additional images here