This shows what I aim for when modeling wrinkles and folds, except this one is idealized - it’s all quads, and very symmetrical and homogenous. Normally I wouldn’t bother with quadness, plus I try to make each fold a little different (the more different the better, since we all have an unhealthy tendency in the opposite direction, towards unnatural homogeneity).
I know derbyqsalano has a similar method, derby?
The recurring problem is, almost all cylindrical cloth objects (like sleeves, skirts, jackets and pants-legs) are better modeled with a topology grid slanted at 45 degrees to what we get on our standard primitive cylinders. It’s very time-consuming to create such a 45-degree cylinder as this one:
You could just save this cylinder when you’re done, and reuse it - which is what I do - but if someone has an easier method to create this, please let me know. I tried the spiral-maker in Bonus-Tools, 2 curves going in opposing directions, then copy/rotate… but how would I turn the resulting NURBS curve network into a surface? I used to be able to do it with PowerAnimator, but it seems not in Maya. Maybe Byron of BPT could create another cool tool for us? [smile]
Another couple examples of the edges running at 45 degrees to the normal vertical/horizontal: