How to deal with this Drapery


#1

I cant figure out how to make this drapery look precise. Trying a claytube-damstandart-standart-move brush sets. Anything else to achieve this organic look? Should i be focused on defining surface with brushes or do something else?


#2

As sculpting goes, drapery like this is very difficult but I think you’re on the right track though.

Try to define the large forms first using the clay buildup brush - don’t be afraid to be quite bold with them. Then, once you have these blocked in, start refining them by adding the smaller folds.

Try to keep in mind how the pleats are formed, how the large folds/forms carry up the dress and how the smaller details relate to elastic bands pulling the cloth together.


#3

At first i decided to try marvelous designer software however it was pretty expensive. Focusing on sculpting sounded more reasonable and beneficial. So I have tried to define a bit more. Added curves and deeper cavities. Dynamesh is currently applied to these subtools. Before going any further with defining, i’m planing to go subdv mode. Unwrapping also sounds essential to implement some surface details with noise maps. Maybe i can project these details on a better topology and do work with texture cordinates in 3dsmax.


#4

You can try to loft two curve together:

  1. Draw a complexe curve (circle around the character) at the base of your Character with all your wavings.

  2. Copy/Paste yourc urve and translate/scale it where you want it next.

  3. Depend on the 3d software you use: Loft the curves togethers. That will create a complexe NURB mesh with all the waving inside.

  4. Convert it in Polygons

  5. After you can try move and do detail inside Zbrush.

Try that.


#5

hey guys, i kept going on her gear. And i decided to make a carving on her belt. Here you can also see my reference. What is the most efficient way to achieve this?

Thanks


#6

I would do an alpha stamp or a UV of the belt then mask out with a mask of the ref retouched in photoshop first.