At the moment I still need to get the vest a more refined and add a couple of small pouches to it, along with probably going back to the base bodysuit and altering it a bit (Some extra slack here and there, making the elbow pads more visible along with some other stuff)
Then onto learning how to refine the detail in Zbrush and sculpting a helmet! I'm also tempted to see if it's possible to make some boots inside of MD.
Any crit would be greatly appreciated!
Replies
1. As Marvelous main strength are big folds, I would make the green part of the suit more baggy. This should give you some interesting folds to work with.
2. I would remove the pressure vest from the stomach area. To me it looks odd as I think I would be contraproductive in reality. Normally those are around the legs to prevent the blood from staying there forcing it in the upper body. Applying such pressure on the stomach would probably just cause discomfort. As you can see they tend to end at the upper part of the hips and don't go all the way up to the chest -> http://gpx741k9ffd3p5zv840ulv3j.wpengine.netdna-cdn.com/wp-content/uploads/2012/11/DSC_0587.jpg
Except for that I think you have a good start
Regarding the boots in MD - keep in mind that you will have a hard time with the soles. I am not sure how useful MD is going to be for them , but its worth a shot.
2) Middle sections more of just a vest part, but i think adding a bit more slack to the pants might get that effect a bit more (and maybe changing the colour to differentiate). That reference pic is great, thanks for posting it!
For the soles I'm thinking if i make the soles in blender and import them in, I can kinda tack the boot to them using pins? I'll have to panic about that when I get to that stage
Thanks for the constructive feedback duder
ad 2) I think the little 'belly' it produces looks strange. If you can replace it with some pouches or something else or just reduce the pressure within it it should look better - but that's just my opinion
Yes, that was the one solution I was thinking about too. Just keep in mind that the space between 2 avatars causes often problems - you can reduce the offset from the skin of the avatar, but still it is often hard to work with avatar parts that are close. So using a sole and a foot won't be easy. Probably a fake would serve you better. Another issue might be the material used for the simulation. I guess you will have to try some own settings as shoes are harder and thicker than most clothing.
Managed to do some quick alterations to the bodysuit, adding some slack into the arms and a couple of pockets/pouches, going to work on this base layer a bit more before going back over the pants and vest.
I'm getting some slowdown at 7 particle distance whilst working on the bodysuit, I assume this is normal for not-great rigs (i5 6400, gtx970)? I'm just using that setting for quick 'how does this look' settings but the pants dont seem to be giving me slowdowns at that res.
Just a basic pouch on there for the moment to see how well it works, still blocking it out for the most part!
I'm not too sure how much I like these shoulder pockets over the ones I had.
Regarding the particale distance - don't forget that's the density of the whole patern you select. So a small patch has less verticies than a big one with the same density. A way to deal with those slow downs is to freeze parts that you don't need simulated at that moment. Keep the particle distance higher up to the time when you go to export your objs. Then simply reduce it, start a quick sim to smooth it out and stop the simulation again.
John didn't go into much detail, but he showed the MD file. He approached it like he does it with pouches - giving it a solid back, a strip of cloth each side and then working on the folds, fixing some with pins, if I remember it correctly. And naturally ZBrush to make it awesome.
I had a quick play around with doing the vest again before passing out along with a few tweaks to the pressure pants (Worked on this for most of the day )
Thanks for the continued feedback Biomag
But the thoughts about how gloves work made me crawl out of bed and quickly get the base pattern of the gloves mocked out today, now to go crawl back into bed and feel sorry for myself
I think one of the key things I'm discovering with MD is the ability to build up a catalog of stuff, so having a base glove I can make iterations of is probably going to save me over expanding and messing with the base mesh in zbrush when I want to make gloves. The simulation issues I've managed to work out by messing with the, uh, projection distance I think it was called? Though I agree there are still a few finnicky bits that want to stick so I'm probably going to splay the fingers out before export, it was hard enough getting those fingers on without condomfingers happening! Haha.
May I suggest taking the gloves to ZBrush? Just so you can test the pipeline with it. You might find some things that come with more questions than you expected. Having just the gloves and not the whole suit should make things easier for you.