I've had this crazy and silly workflow/pipeline in my head for a while: 1. Sculpt your character's anatomy (in t-pose) normally in ZBrush or any other 3D sculpting software of your choise. 2. 3D print the full body of your (t-posed) character with a reasonable size. 3. Get it dressed with clothes. Depending on the printed…
Are you modeling from ref or a concept at all? Hard to judge progress/work without any sort of guidance to critique from. Overall, solid base meshes to start sculpting from, though I would try something like ncloth or a displacement or marvelous designer for cloth folds to get you a cool base to work off of. Though for…
I know mostly everything is done past the sculpt, but just a couple of critiques: * All the cloth pieces, especially the front loin, don't seem to make sense. I'm not sure if you used reference, but I would recommend in the future to do so. Especially the loin cloth, it doesn't seem to be obeying gravity so much as just…
Pretty simple question, possibly a not so simple answer. But I want to have a character sitting on a chair with which has a cloth draped over it. How do I go about having the cloth simulate between these two objects. I.E. the cloth over the chair and the person sitting on the cloth? Make sense? Thanks for the help!
vahl - thanks... I think he needed more cowboy colthes too... that's why I even made the cowboy hat... didn't plan on doing that when I started modeling him. swampbug - I tried splash more color in the chest but I just didn't like the outcome. There's already red and blue colors in there... but its not super noticable (on…
I'm not too sure about the necktie and general modern looking clothing in order to fit in a fantasy world where swords are being used. http://www.tie-a-tie.net/blog/the-evolution-of-the-necktie/ Maybe something more along the lines of a cravat or for even older a Ruff to age the clothing a bit?…
Clothify Pro is a modifier for 3ds Max that makes modeling and animating cloth easy, controllable, artist-friendly, fast and non-destructive. You get instant results, no waiting around for a simulation to finish. Painful sculpting of cloth can also be avoided. Edit a parameter and see instantly what it does. Every…
A shader is the piece of code that takes the texture inputs and interprets them for the renderer. It makes transformations to how light affects the surface of your geometry - decides reflections and such. They are updated once every frame (I think), so the node graph in UE4 is actually a shader editor, (not full fledged,…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…