I have sculpted a couple of characters with clothing before but I have never sculpted small folds until now. I got a couple of reference images to guide myself but since the folds looked all random in all of them I decided to sculpt them in random places as well. I am still not done with some areas but I'll be glad to get…
Question in the title. I know it can't be all crazy with no type of sensible vertex flow, but does it need to be as elaborate as the physique of the body? I would presume not, especially for baggy clothing items, but just wanted to ask.
Hi, I was wondering if anyone could give me any pointers on the best approach to achieve a realistic wet surface/clothes effect for characters within UE4. Creating the look itself isn't too problematic but that's as far as I get. I'm not sure how to actually implement it so the material interacts with the enviroment in a…
Hi everyone. This is kind of a dumb question that has always bothered me. When you model a character that has clothing for a game engine let's say a shirt and pants - do you model the body underneath it or just the visible parts of the body? (neck, head, forearms, hands, etc) I've both modeled the body underneath and just…
i know i can export thick from MD, and i can always add thickness weather through 3dsmax or in zbrush with zmodeler etc. but my question is more like - is this like industry standard ? clothes must be with thickness ? so now i know it is. So it's the right way to create clothes ready for production . Just to clear my…
Not really zBrush but another idea: Use a cloth simulation like the build in max one with the garmet maker to get the clothing you want and then retopo on top of that triangulated base after that get it into zBrush.
I've been hired to create some drapery that will be used for a real-time cloth sim - blowing in the wind and such. I didn't get many specifics, only that I should not model any creases or folds as the physics will take care of that in real-time. Any suggestions? Should I just make a randomly tesselated plane that hangs…
so having made a spanky zbrush pair of trousers or a shirt and finding out that the lowest level subdivision is not dense enough to bake a normal map from, I guess I have to retopo the mesh at this pont. My question is which is the best approach, auto retopo like in 3d coat or manually build a new mesh wth topogun or…
How to create those extruded red parts in this image http://orig08.deviantart.net/9b73/f/2014/282/5/9/kings_of_the_realm_by_grafit_art-d8251wa.jpg i want to know how to create that red part on those draping clothes in zbrush ,i want a clean method like using insert strap brushes,please share your method or any tutorial.
Hello everyone, I am currently sculpting a character for a video-game. It's my first time sculpting a person, so I need some help. I am fairly happy with the head but now i'm onto the body and clothing. Here's a screenshot: There is obviously something off-putting about the sculpt. I don't know whether it's the form or the…