you need to warp the lines in the clothing(jacket) at the mo it looks like it doesnt fit the deformation of the cloth breaking the illusion of the painted in lighting
Damn that's great. The material definition on the cloth and leather pieces is awesome. And the chainmail... I'm not sure how that was done. It seems to flow with the underlying cloth.
Amazing detail work on the clothing! All of the intricate wrinkles and folds in the clothes, as well as the smaller details in the gloves, jacket and shoes is just incredible.
Guy making models of clothes working with this and he like it as me as well.. Good software especially for casual characters and rapid prototyping of clothes.
clothing update, zbrush version.wrong one updated. again shadow update.,husssh,hush. much better what do you guys/gals, think bout the look? eh forgot hood oh well. Works for me.
necromancer resurrection. Is python scripting supported ? Or plugins like APEX Cloth. There is one cool, plugin written in python, that I can't tell about (for character rigging). And APEX Cloth. Well, you know it's cloth. More secondary movement is always good to have.
I'm beginning retopology, and I wanted to make sure I was handling cloth topology correctly at deformation points. Is there another way of dealing with deformation topology on cloth (especially volumnious cloth) at deformation points that is not necessarily adding more compacted edgeloop density, or is it just that?
Progress! Not sure how the pipeline works from here, do I pose the character, re-simulate the clothing then take the clothing into ZBrush to refine it and add to it?
Hey I am on the texturing stage of my model and I want to know how to texture clothing. Would I follow the normal map's field of depth so I know where to put in shadow's and lighting? If so are there special techniques for this? or would I just choose a flat colour and choose a clothing texture over it and leave the normal…