Base Mesh: Clothes

 In this post, I will be explaining my process of creating clothes for my character. In the previous one, I clarified how I fixed my bad model. Now it was ready for some layers.

To remind how my concept art looked I will show them below: 

Previously they looked like this:





And after modifications:




In my new concept, there are three layers of clothing, I will call them cloth1 (the first layer), cloth2 (second layer), cloth3 (third layer). I have got shoes from my previous project, but I still need to do stripes, bones and the headdress.

I started with selecting faces on the upper part of the body of my character, and then I extruded it to make it ankle-length. I created a few new edge loops to match the shape of my concept art. 

That is how it looked:



I was not sure how to make stripes at the end of the cloth, so I made many new edge loops: 2 loops per stripe. I was afraid of the pinching of the geometry when I will smooth it later, but I could not figure out any better way to do this. 




Then I considered it ready, so I extruded it by pulling the red arrow (in extrude). I deleted the history, froze the transformations and I selected faces from cloth1 and I duplicated it. I made the stripes the same way as the first time.




To create the third layer, I selected faces from the body, as I needed to have sleeves based on my model I duplicated it. Initially, I had a problem with extruding it after making the right shape, as other layers were poking through the geometry and it looked messy. However, after many trials, I came to the realisation that I have been extruding it in the wrong way. I have been using extrude and offset slider, when I should have just pulled the red arrow again. At the same time, I had to fix the topology, because it had many holes that I filled. Merging the whole model helped a lot, too. I also fixed the shape of cloth2 to match the concept.




Geometry poking through


After successful extruding of cloth3, I adjusted the sleeves.




Fixed!

I made the headdress by selecting faces on the head (I also had to fix the topology of the head, as it had holes) and duplicating them. Later I extruded it a few times to make the band and fringe. 




The way I made fringe from the helmet


After that, I made bones, the same manner as before: selecting faces on already ready geometry -> duplicating -> making the right shape with edge loops -> extruding. When bones were ready, I could finally fix the fringe and arrange it in a more natural form. At the same time, I made horns through extrusion and shaping.





As for the last step, I had to create stripes. This time I made one out of the plane, I shaped it, extruded it and duplicated it four times.




And that was it! The low poly was officially ready for being transported to ZBrush (Pixologic, 2020). I deleted history, froze the transformations and I exported it as FBX. 

Bibliography:

Software:

Pixologic, 2020. ZBrush [software]. Windows 10. Los Angeles: Pixologic.


Komentarze