I understand when doing the figure of anything kind, it is advised to create topology that goes with the flow of the muscles. What I would like to know is when creating the clothed figure, do you still have to create the clothes' topology to follow the muscles, or create topology that goes best with that specific cloth.
I never did a 3d model of al clothed figure, I am attempting to do so and kinda lost in that area.
Replies
I could be wrong but for game topology people typically match the flow just enough to capture the details of either the modeled or sculpted folds in clothing. I think it's one of those things that's easier to see and understand than have someone tell you about it though a forum post.
Mashru Mishu's ( his website http://www.fx81.com/ ) "street cop workflow" walkthough shows how he captured his clothing folds details with his topology.
walkthough found here.
http://en.9jcg.com/comm_pages/blog_content-art-180.htm
I would suggest finding models that people have done that have great folds then look at their low poly cage.
hope this helps
http://wiki.polycount.com/CharacterSculpting
A Zbrush clothes tut from Benjamin "Selwy" Leitgeb, timelapse vids from Mashru Mishu, etc.
Also more stuff here
http://wiki.polycount.com/CategoryTopology