So as a personal project I'm attempting to make my own unreal game character. My goal is to get this guy into the engine with a walk animation to start and have the lower part of his robe and rope belt have fabric physics applied to them. He's already sculpted in zbrush (seen here) and I'm retopologizing him at the moment. Retopologizing the robe is tripping me up at the moment because of what I want it to do in regards to the fabric physics on the lower half. I'm not quite sure how to tackle it. Should I split up the robe and make the lower half be a sepreate mesh from the torso and make the torso ultimately part of the rigged body (underneath the clothes he's just a head and hands right now, though I do have a complete body model saved)? Or should I use the whole body model, rig that, then lay the robe on top? If anyone can help or point to a tutorial somewhere that would be great. So far I haven't been able to find one that addresses how to rig a model that has loose flow-y clothing.
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