starting by taking some good photo ref is always a sure way to glory. i don't know how many shots i took of myself wearing a suit jacket and pants.
also, some good things to remember. folds tend to organize themselves in diamond-like shapes, at least that's what i've noticed. like where they gather at the bottoms of pants or along the arms. then you have more swooping folds on things like a loin cloth or on the back of a coat. lots of variables. the tighter the fabric is to the form, the thinner the folds, the loser, the broader. folds hook between support points. hope all that nonsense i just said can be organized into something coherent in your mind.
cant wait for the day we can stop concerning ourselves with this cloth sculpting malarky, and get something really interactive. no matter how artistically it's done, sculpted cloth always irks me.
but laying down folds in zbrush, you can take the usual approach of working from the broad shapes to the finer details. pick your reference depending on the weight of the cloth you are sculpting, demoncage has some pretty nice guidelines to go by.
yeah, i'd prefer not to sculpt them, as nice as it can be at times. it can be such a complex physical problem to solve by hand if you really wanted to get serious about it. too many variables to process.
i don't know, it's all a matter of context for me. i enjoyed the hell out of sculpting the folds on my last piece, in fact it was really calming for the most part. but yeah, when game tech evolves to include real time cloth, it's a no-brainer.
As far as actual Zbrush settings go (for ZB3.1), I like using the pinch tool with BrushMod set up to around 90. So as you stroke the pich tool across the surface, it pulls it up in a wrinkle-like fashion.
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starting by taking some good photo ref is always a sure way to glory. i don't know how many shots i took of myself wearing a suit jacket and pants.
also, some good things to remember. folds tend to organize themselves in diamond-like shapes, at least that's what i've noticed. like where they gather at the bottoms of pants or along the arms. then you have more swooping folds on things like a loin cloth or on the back of a coat. lots of variables. the tighter the fabric is to the form, the thinner the folds, the loser, the broader. folds hook between support points. hope all that nonsense i just said can be organized into something coherent in your mind.
but laying down folds in zbrush, you can take the usual approach of working from the broad shapes to the finer details. pick your reference depending on the weight of the cloth you are sculpting, demoncage has some pretty nice guidelines to go by.
i don't know, it's all a matter of context for me. i enjoyed the hell out of sculpting the folds on my last piece, in fact it was really calming for the most part. but yeah, when game tech evolves to include real time cloth, it's a no-brainer.