So I am just wondering how you guys would go about modeling high poly folds for clothing and such. I haven't attempted it but may try in the next few days and I just want to gather some knowledge before I do. I'm not really looking for any info about Zbrush or Mudbox and mainly want to stick to subd modeling. I am talking mainly about pants with a lot of folds like this:
http://img6.imageshack.us/img6/3856/dbz16rb3.jpg - DBZ FTW.
I'm not doing a DBZ character model or anything but the pants I will be doing are similar. Any tips you can give me would be awesome. I wan't to see how I can handle high poly characters without sculpting as I gots no money for an app and want to try something a bit different from the norm. Thanks guys.
Replies
Taken from this tutorial:http://www.3dtotal.com/team/Tutorials/making_spawn/spawn_01.php
Plus Max has its own set of sculpting tools that while basic, are usable.
Actually, off the top of my head without knowing what app you're using I would say chamfer an edge and manipulate the added edges. Of course there are more complex ways to get better results it but they are app specific.
3-4k for a modeling app, but doesn't have 595 for a sculpting app. Someones walking a morally ambiguous line.
He has some wireframes on his site.
http://www.3dartisan.net/~kuman/lava/magma2.jpg
Fixed
Using Max so I guess that would work. Should I just model the shape of the pants with the edge flow following the direction the folds will go and then chamfer and such?
EDIT: Thanks Eric. After looking at that there has to be a cleaner way, right? Maybe not...
But sculpting is really the way to go as it is so much faster and allows for easy adjustments or large changes.
Couple of pics that might help give an idea. And point out why you focus on small parts at a time hehe.
Frump - Yea, simplicity will definitely make this a bit easier and the materials I have to do are large fabrics so I think I'm ggod .
Thanks guys, I was hoping for more than "WHY YOU DONT SCULP???" So I guess I got what I was hoping for .
After a few attempts at sculpting and not getting the results I wanted, I just did it in Max, mainly with the Cut and Connect tools. Didn't take long, I didn't care about the "clean topology" of the mesh, and the end result looked good, so it's all gravy.
After that I think it'd still be nice to take it into ZBrush for "fine detailing", the sort of small folds that are faster to do with quick flicks of a brush stroke instead of laborious mesh cutting, but to get the main shapes of large folds was faster than I expected in sub-d.
I'd say the elbow is a good example: I started by modelling the elbow pad since it was a specific shape and needed to be more precise, then extruded some edges out to the seam surrounding the whole elbow. Then from there extruded out the shape of that whole seam (down to near the hand, around and above the elbow). That gave an edgeloop that could be easily selected. So I'd just split that loops, push it in, see how it looked in subd, ended up beveling it. So it was really just a case of working on that patch of the arm, and then working out from there, I find it easier for subd detailing to work that way than start with a rough shape and cut detail into it (that's just my preference, other people prefer doing the opposite).
As a whole it looks much more complicated than it really is if you are just working on a manageable area
Generally a crease is just 3 loops of edges: 2 pushed 'into' the mesh and the middle one pulled 'out'. So just having that 'V' shape and extruding it along the path of the crease does most of the work, then you work on connecting to other creases/seams. And a seam is generally just a clean edgeloop that you can then split and push in.
This was for a demoreel and I was being very anal about keeping it quads, but if you're just doing it to bake down to a lowpoly mesh then do as MoP said and save yourself some time and bother and don't fuss about topology/quads as long as the model looks good.