Do some research on drawing clothing, especially line drawing -- that's where you'll find the most information about how cloth folds happen and how to represent them realistically. Once you've got that, applying the theory to a mesh would be much easier.
Hey Guys! thanks for all the great responces, Ive been working on firxing the wet look of the cloth and will be posting soon but im in a small snag.. I need to retopo this and was wondering if anyone knows of any techniques, or proper ways to re-topolagize clothing
Cloth update! First run on the cloth if anyone has any critiques. Started the fur on the ponytail and going about that slowly. Fixed the hands from the last update, too, made them pudgier because they didnt seem to fit the concept as they were before.
Love the headdress. Hate the fingernails and loin cloth. (Why does a snake even need a loin cloth?) Maybe side armored pieces instead? Skin texture is great too. Love the definition in the chest area. Maybe asymmetrical details like a scar?
front and back of main torso area, no acessories are visible and still gotta and the textures and finnish the cloth just under the pack im now going to finnish the cloth,maybe change up the elbow pads, and complete all the straping as well as the other accessories.
Finalised and finished Samurai Akio Textures, packaged and ready for gameplay. Textures has some multiple colour schemes to choose from: In Game walk and cloth test: (I need to make the cloth feel more heavy) Lastly here are the preview renders:
Look at fashion magazines or websites to get inspiration for clothing. as for your texture, get rid of all those creases, take a look at real clothing to see how light and shadow falls on the fabric. When in doubt, use reference. Reference is your friend.
I have a bunch of cloth for a character and also some cloth props I need to retopo. Where are we with this in 2021? Is there an easier way these days other than manually? Does Blender have any good plugins for this? ZRemesher isnt doing the trick for me.
if you remove the bones, skin weight the hanging arm cloth 100% to hip or root (basically so that animation doesn't effect them), then use cloth paint tool in unreal, I think you should get a proper simulation. for getting correct scale in MD, that should be simple to solve especially since you do have one working example…
Been wondering, is it possible to make bone fallow geometry ? Let's say I have cloth simulation on piece of geometry. Now I want to make bones fallow movment of cloth while simulating, so I can later bake this geometry movment to bones.