So, I started with a base mesh that I made, which is all in quads, so I can export it to mudbox for sculpting.
I started piecing together parts like shoulder pauldrons, boots, and the vest from the patent patterns.
I feel like I've been staring at it for too long and could really use the knowledge of you people that figured this out before me. What way should I be arranging my meshes to convey bend and compression wrinkles? Could the good bros and ladies around throw some wireframes or anything in my direction?
Replies
A blocky, uniform basemesh is better than a detailed, uneven one.
For the clothes you could just duplicate your mesh, scale it up and then erase the parts which you won't need(you delete the hands, head and legs for a shirt and so on).
I suggest using Zbrush or mudbox to sculpt the wrinkles and stuff on the clothes but that's probably in a later phase.
You base mesh (as carl said) will be hard to sculpt on. You need an even flow of polygons, try to make them all the same size.