Hey everyone!
I'm modeling clothes for a character I'm making, and I keep struggling with this issue.
I'm talking about a high poly model, for an animation short we're making right now (school project), and there'll be some close ups on that part (the collar of the shirt).
The collar is supposed to look a bit like this:
![shirt-collar-flipped.jpg](http://cs1.fashionising.com/media/suit-trends/shirt-collar-flipped.jpg)
Now the problem is, the as long as the entire outfit is facing outward, I can keep the cloth as a plane with no thickness other than extruding edges inside to give it an apparent thickness. But once I model the collar, I gotta give it thickness if I want to fold it outward, which is where my problem is.
I thought I could do this in a few ways, but I'm not sure which is the correct/most beneficial one.
I thought of using the shell modifier after modeling the entire outfit.
I thought of making the collar a separate model, sitting on top of the main clothing outfit, but that would probably prevent me from being able to show the connection between the two.
I thought of flipping the normals on the specific faces the are flipped, to avoid rendering backfaces.
And obviously, just going with backfaces and that's it.
So my question is how is it done usually?
Is any of the ways above the way it's done, or is there something I didn't think of?
Thanks everyone, and sorry for the wall of text.
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Replies
Here is the picture, http://www.9jcg.com/tutorials/mashuru_mishu/making_of_street_cop/large/street_cop_workflow_03.jpg
He explains it in detail right under the pic. I honestly didn't understand it fully, but I'm running on 3 days without sleep. :poly142:
I am personally trying to improve my workflows and pipeline knowledge. I found your inquiry interesting, because I was wondering the same thing. Hope this helps, somehow..
If it's for a high poly model you should just give it thickness. Don't try to conserve polygons when there's no reason to.
What about cloth simulation though?
Say I shell a shirt with a similar collar, and give it some simulation. Will it work properly or does simulation require a plane like I expect it to?
that should also work in blender too since both shell and the soft body simulations are in the modifier stack.
with some time i could prolly look into a good method for a app like maya which dosnt use modifers.
Rendering is still a question, we're not sure if max or maya.
That might be a good opportunity to ask about that as well actually.