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.
Right now, when you get to it, refine the clothing folds as well as referencing real life photographs of similar clothing. Specifically pinch folds and make things sharper so we move from lumpiness to better cloth definition.
You have to think more how the contour of the clothing will look like with those folds. The D rag he has right now has "folds" on it, but the outside of the cloth hasn't conformed with the folds which can just look like a design of the cloth.
Also DCB, thank you for that brush suggestion. Clothing is so hard to do in ZBrush and I've been trying to find the right brush and method to make great clothing details. I will so give Zmodeler a try when I go into detail on the clothing.
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.
Thank you. we already mentioned to every pic of her on the indiedb: This is the first time when she wears this cloths since no woman will like to wear ripped cloths full of blood and dirtiness. Ripped and dirty cloths will be made progressing in the story, like batman cloak.
I could do without the mommy -sylar switching... that was just dumb. And now he can just switch clothes as well, when previously he had to wear his own clothes and could only change the DNA not the clothes, guess it was the easy way out.
Hi all, this time I started some detail and also worked on the face. The detail is so the cloth simulation in marvelous respects the volumes. i will redo all the clothes and rip them next week. I will be sculpting by hand the super fine details before having the clothes.
for the cloth i'd recomend making a low poly sash first as a base mesh, then take it into zbrush or mudbox (i prefer zbrush) and sculpt away, use lots of cloth references etc. ng as you stick to some good cloth refs, you shouldn't have much problem creating a decent normals map for it.
You should also do some research of cloth principles as well, you may be able to make something look like cloth, but knowing why it looks that way always helps: Anchor points, all the different types(yes there are different types) weight and whatnot all help make cloth look right