did u create the clothing layer in zbrush from mask mesh extract or in 3dsmax?
If you build your clothing in 3dsmax, perhaps even using retoplogy over a mid subdivision version of your body model, you can get more defined form. generally you should have your mesh closed, ie, the clothing has an inside and outside and edge.
You could build the rest of the characters components, such as armour, in 3dsmax 1st, perhaps even UV it, and then import it to zbrush all at once.
Yo thanks for reply, the clothing was made separately in 3ds Max, after fixing the proportions I plan to either use your method, or use the retop tools in 3ds max to create the clothing. (also for the clothing It will be double sided, i just haven't spent much time on it) any other feedback is welcome!
his belt would stab him in the thigh if he ever squatted down..also doesn't feel like it matches the other visual language of his costume. Everything else feels very utilitarian and then.. BAM SPIKY SKULL BATMAN BELT RAWR.
Also check your anatomy ref there are some issues with proportion, musculature etc. I wouldn't even worry about clothes yet as your base humanoid has issues you could work out first.
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If you build your clothing in 3dsmax, perhaps even using retoplogy over a mid subdivision version of your body model, you can get more defined form. generally you should have your mesh closed, ie, the clothing has an inside and outside and edge.
You could build the rest of the characters components, such as armour, in 3dsmax 1st, perhaps even UV it, and then import it to zbrush all at once.
Good luck.
Also check your anatomy ref there are some issues with proportion, musculature etc. I wouldn't even worry about clothes yet as your base humanoid has issues you could work out first.
Also I plan to sculpt the hair in, any tips on approaching that, so far ive found two useful one which are http://www.pixologic.com/docs/index.php/SubTool_Hair_Sculpting_Tutorial and [ame="http://www.youtube.com/watch?v=jCn7B0sfiaw"]Hair Sculpting by EOF - YouTube[/ame]
Cheers