Hey Polycounters, here I'll be documenting my cloth, skin, and hair work. This project is intended for practicing new workflows and to level up my realistic material builds in ue4.
Hair Shading (Plug and Play?)
Skin Shading (Reference Mike Project)
Marvelous Designer Garment Sim
Refine Garment and Build Textures
Here is the blouse work so far. Built in MD, now refining in Blender. I've been messing around with the new Cloth Sculpt brushes, they are fun albeit a bit buggy. I'm now tackling the lace embroidery workflow. PS to build Mask, Zbrush to extract/detail, and bake down to be tileable. Inspired by Moa Alfredsson's Marmoset post
I wanted to give the Hair Particle system a shot in Blender. Along with the Sculpting tools, the features are promising but still need a little more loving to compete with other apps (namely Zb and Xgen). Although Blender's Particle system seems to run smoother, crashes less, and is more user friendly, it's hard to live without Xgen's bundle of modifiers and expression editor. Sub clumping and randomization of clumps is the biggest feature I'm missing, I'm having trouble making the hair ends look natural. You can especially tell this from the lower back of the groom (Unless someone knows about a sub-clumping feature that I'm missing?).
I'm going to move over to Xgen and scratch this groom altogether. It doesn't fit the Victorian theme that I seem to be heading towards anyways. However, I did learn a lot from this groom build!
Note: I am using a 3dScanStore head. I'm comfortable going from RAW scan to game ready build, so I'd like to focus more of my time into other areas I feel less proficient in. I do need to practice more on my sculpting and texturing of the face/body, but that's for another day.
Although it does feel that other niche skills are more attractive to studios now that scans are being heavily incorporated into the pipeline; that doesn't subtract from the importance of knowing facial anatomy!