Model/Animate the material opening in whatever and then have it turn to a apex cloth when it lands, other wise you'r going to have to animate the whole thing. You want to learn about the apex clothing, cloth and the udk
You'll have to rig the cloth as well. Either you weight the verys to the hips and leg bones so it moves with them, or you create an extra bone or two for the cloth so the animator can animate the cloth himself.
I'm no pro myself but I've learned through trial and error that it's totally best if you merged all assets on your character FIRST before skinning anything. It's kinda ridiculous to have different skinning happening all over the place. The only time I feel it's okay to have an un-merged element is when you think the…
Ok. I have played about 60h so far and I can safely say it's best game I have played this year. But! I have one complain, which is very important to me. There is very, very low armor variety in game. There are like, wha 6 light armors > From which at least two looks like passant grab ;/. And one doesn't have cloth sima…
Hey Steve, I think doing an Overwatch character that focuses on Native American themes is cool, and I really like the idea of a mounted hero! You have a good start with the robo wolf design, but I think the costuming on the character could use some work. A big consistency throughout the Overwatch heroes is tech and armor.…
Hey lovely cloth work, those arms look exceedingly skinny considering the thickness of the cloth on top. I think even if you just expanded the cloth alittle it could help negate that. Keep up the good work :)
I seriously don't think that they're animated normals, I think that it's just simple cloth simulation. I assume that they've applied cloth simulation to the character's cloth and then attached it individually to the mesh. Any insight on this would be appreciated.
Yeah, Extract is awesome for clothing bases. Then just quickly sculpt folds on top. As long as your knowledge of how cloth folds is good (and/or you have good reference photos) then you can sculpt good cloth in no time.
The proportions of the actual model inside the clothes are correct, the pants may be a little low though. When i use the move tool to fit the clothes i keep it at a generally low subdiv, but for clothes i cant because any attempt at smoothing will mash the entire thing in.
Here's my first pass at the gauntlet. Now I realize how important it is to make leather appears like leather, and cloth like cloth... While I work more on this, I'm going back to the cloth pieces, and run some pinch brush along the folds.