Characters detailing


#19

Great work! which program are you using for modeling characters?


#20

Inspiring work, especially the hands which anatomically speaking I think is the most challenging to get anywhere near correct, but that said you’ve obviously captured & then some. :slight_smile:

Anyway for me exceptional skill on display.

Cheers :wink:


#21

Mihai112, thank you! You might be right about those. I will take a look later with fresh look.
Pata, thank you! I use Zbrush. I think it’s a great program with many years of development with users in mind.
Sakboi, thank you! I think I have a long way to improve, especially drawing real people. Anyway, it’s a fun journey.

Testing the clothes. I see I need to work on a foot a bit more. Maybe I will make a v-neck.


#22

I made a rough pass of clothes. Maybe I will tweak them later in Zbrush.


#23

The clothes look nice, did u use Marvelous Designer or just zbrush?


#24

Thank you! MD. It’s quite hard to achieve such clothes in Zbrush, but some people manage. It’s best to use both approaches I think. Also you can make numerous changes in MD. Though MD is quite hard to use, 80% of time I get rid of bugs, such as clothes intersections etc. Unfortunately the algorithm is not perfect, especially for animation, so you have to simulate in layers. But still it’s a great program.


#25

Hi mister3d. WOW nice models collection!
Something is missing to the girl. Are you planing to add her hair?


#26

2xbo, thank you! Sure, I will add hair with Hairfarm.


#27

Fantastic cloth! The fat guy is still my favourite, the clothes suit him very well he has so much character. Good work Mister3d.

One thing I note is the guy in green looks like he might be a bit excited in the pant region :stuck_out_tongue:


#28

Thank you! Yeah, it seems he is a favourite for anyone. You’re right about the green guy, thank you for the notice!


#29

U can’t be more right, the concept is incredible but i tried MD to make clothing for 3 characters at work and only one turned out okay the rest i made it in zbrush from scratch and it seems like to more pieces u have on a character the harder it is to get good results, glad more tutorials came out for MD. The biggest problem i’ve encountered is when i need to add straps on a character, if i do it how it is in real life by have a piece of cloth with a higher layer over another the physics goes crazy, have u encountered this problem?


#30

I’m sure you know you need to setup layer numbers differently, and also you can load underlying clothes saved as obj (add as avatar), so it’s like compositing - calculating in layers. Both faster and the lower layer won’t interact unnecessarily. For some reason MD doesn’t turn off calculations for frozen objects, at least completely not.
I know a guy who tested MD with different graphs, and generally he was not completely satisfied with results for aninmation, and looks forward to switch to maya clothes simulator plugin. In a nutshell, it’s not plished yet well enough, and who knows if it will be.


#31

I’ve watched every tutorial out there for MD and there are still problems just like u said but one thing it does right is that it make clothing easy and fun and also simulates way more poligons than Ncloth can ever achieve.
Frozen objects are used to have other objects interact with them while they remain static, if u want to completly turn off a cloth set it to Deactivate, and there is an extra option called Strenghten that make to cloth more rigid and holds better the shape.
Sorry for going into this direction but felt like i wanted to get another person’s opinion about this program, thought i was missing something or doing something wrong but i guess the program needs more work, anyway looking forward to see updates, are u going to texture them?


#32

Thanks mihai112, somehow I missed your post, or replied PM.
I decided to detail it further in zbrush, as MD doesn’t give enough details.


#33

Did retopo. it will be a lowpoly model, not sub-d. I need to connect some pieces together. Not sure if to make it before baking normals or after. Anyway, it’s my learning project. Perhaps it would make sense to learn basic skinning and rigging.
I tried to keep as little floating geometry as possible, so it’s all one piece, except from one piece. Maybe I’ll connect it later.


#34

I started texturing. I’t still early, only diffuse. Some normal issues on trousers. Not sure if it’s geometry or vray.


#35







#36

I adjusted materials.


#37

I think you model is great, but the suit on the fat male doesnt have enough folds and I found the suit weird… the neck area is very large


#38

Thank you fro the feedback! I think you’re right. The problem I’m trying to make it with cloth simulation (i.e. it will be totally real cloth, not preecalculated), but for a static shot like this it looks too straight everywhere. I’m not sure how to go - whether to pose him, so it’s obvious he has folds from bending, or making normal mapping folds.
About the neck area, do you mean the neck of the character itself, or the collar?