Overall, your clothing looks really lumpy on the sculpt. Tighten it up. Christopher Wright's work might be a good example of the cleanliness you should try to achieve. http://vimeo.com/69004651 And if you don't have specific cloth brushes in ZBrush, Selwys has a good starter set:…
I still think the wraps could use some more work. The cloth could use some more volume, and make it really look like te cloth is overlapping and criss crossing on the handle. Right now it looks like someone just carved in a cloth grip on your handle. Other than that, This is going to bake awesomely.
Ah don't be to hard on yourself, i am enjoying your adventure into these and if you complete them to "approval-able spec" you'll more than likely never have to do the basics again. Just a side note if you do, be sure to make them "adjustable", like these character creators do with being able to inflate the form from ultra…
put some clothes on. it IS a little strange to keep seeing a tiny naked person. to be honest, you probably should have just started the character with clothes. i mean...what's the point of continually seeing a small big headed chick naked? you posted the model w/clothes on....just keep it that way. it's just a little weird…
Hello! I'm currently working on a 3D version of a concept made by Loan (Aohmin) Estevez: https://www.artstation.com/artwork/dOyNQx Still struggling with the cloth simulation process in Marvelous Designer. Currently there are vertical folds instead of horizontal ones. Also need to think about how to handle the armpit area.…
Your folds and clothing needs more artistry. Clothing doesn't just wrap around someone, it flows with their movement, hangs off the body in layers. Right now, you just have lumpy meshes that just happen to be wrapped around the body. Tie it more to the body underneath, even the loosest of clothes are defined by the forms…
hahah my thoughts exactly! :) awesome work for sure. I love the armor and the anatomy, the one and only thing I'd say is on the back of the armor, where the strap connects over top of the cloth I feel like the cloth needs to be protruding from either side of it more, like the strap is pressed into the cloth, it feels like…
This month I have been developing the main bulk of my scene. For the architecture and the fixtures I decided to use a RGBA / Blend mask workflow, I find it’s a better for texturing assets in situ, such as adding dirt and dust around fixtures this therefore makes it feel more grounded. I previously wrote an article about it…
yay update time .... finally I have cleaned and reprojected all the cloth pieces on my new sculpting friendly topology. Oh boy sometimes is working with clothes a tricky thing. Anyway, here is the latest highpoly screenshot. I will now start detailing the cloth and skin parts. Hmm also I need teeth and jewelery for the…
I don't really see much point to keeping his body under the clothes. Either delete the unseen faces or, better yet, model the clothes on to his body as a single mesh. There's no reason why it has to be a contiguous mesh, but it does tend to be easier to deal with for rigging/animation. It just depends on how detailed and…