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:
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.
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.
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