The hard surface stuff looks good, but the flesh seems a little on the mushy/lumpy side. Your treatment of cloth is the weakest part of your work, most notable on the guy with the shirt tucked into his trousers. Thinner materials should have a few sharp creases to sell the weight of the cloth. Soft folds everywhere imply…
I think the artists mainly do the research themselves. They might contact an expert, but I don't think clothing expert is a full time career. However character concept art is mostly fashion design, 3d character artists use Marvelous Designer to simulate clothes in addition to using their sculpting skills, and there are…
Thanks very much! Things like the trim on Oka's clothes were made by polypainting the pattern with black on a layer, converting that to a mask, and using Inflate from the Deformation palette in the Tool palette. The folds were also kept on a separate layer as well, sculpted without the pattern layer visible. This allows…
I am currently looking for some type of way to wrap 3d clothing onto different 3d figures without there being too much or any serious form of distortion. I have tried using maya wrap deformer and it does work. However, clothing seems to bend and stretch in different directions. I think this is from the clothing following…
I've been working on this character and I'm kinda getting spooked/stumped as I'm working through texturing it. Its based off Guillaume Menuel's concept. I'm having a tough time with lighting. I kinda feel i should get it lit so I can review my textures as I'm working properly. I'm trying to do a 3 point lighting setup but…
I can tell you like your folds in the clothing of the characters, but I wouldn't say they all make complete sense. Some make the clothing feel unrealistic, such as the second model in purple (from scooby-doo?), under her breasts looks way to tight, as if shes not wearing clothes at all. Then some of the fold in other…
Well I think I solved the hip problem (there was a diamond pattern that didn't flow with the rest of the topology) And I've posted the objects used in my cloth sim. Now I've ALWAYS had terrible results with the cloth in Max clipping my meshes even when using a system like this. I tried increasing subsamples and the offset…
I think generally the best way to go would be to delete the geometry covered by any clothes or armor - if no one's gonna see those polygons, there's no need for them to be there. If you separate the clothing from the character, it also opens the possibility of customizing and chaning clothing items. As far as rigging…
You sound like me. For me it's usually not being able to come up with an idea that's the problem, but it's like I can't seem to picture it clearly in my mind for more than a quick second. It usually happens to me in situations exactly like this one where: -had an idea -had a pretty clear picture of what you wanted…
Second poster disagreed with first, but neither are wrong. There is just some miscommunication. You cannot load two separate .fbx/.obj files into a SP project. So if you exported a naked character model as one .fbx file, and you exported the characters clothes as a separate .fbx file, you will not be able to import the…