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philnolan3d

Armitage III

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hi, Phil..your mod's face is looking much better now (imo)...thanks for the tut, that was great...n I found several other tuts after I got to that link, found out some more helpful info about 3DC...will be posting a WIP asap.

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Could you share how you go about modeling the wrinkled cloth?

Well I don't know if this is the "right" way or anything, but it's what I've been doing. I use the Build tool for pretty much everything, including this. I usually make a couple of strokes to raise the initial bump up, then negative strokes on either side. That helps to emphasize the bump. Next the pointed brush with 100% falloff to add a little sharpness. Then I switch back to the other brush / 0% falloff and carve in a little on one side and add a little to the other side. This of course depends on the type of wrinkle. Sometimes a bit of Pinch helps too. Here's a really quick video:

http://screencast.com/t/ODIyZGI0O

I'm not quite a wrinkle expert, in fact I've only just begun, but I'm finding this book helpful:

http://www.amazon.com/Dynamic-Wrinkles-Drapery-Solutions-Practical/dp/0823015874/ref=sr_1_4?ie=UTF8&s=books&qid=1260787972&sr=1-4

Nice. The Shorts don't needs much wrinkles. And some wrinkles are too strong and maybe at the wrong place. Look here for some examples:

-> http://www.microkitten.com/images/prods/Kendra-S/shorts-821-s.jpg

-> http://www.microkitten.com/images/prods/tasha-k/shorts-back.jpg

They're not shorts really, it's full tight pants I guess.

Here's a photo of my reference statue:

http://www.spawn.com/toys/games/anime2/armitage/images/anime2_armitage_photo_02_dp.jpg

There are no wrinkles in the statue's pants but I guess it would make sense to add some.

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No problem. You are the artist. Just do it like you want. :) The final result counts.

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I decided to just go ahead with retopo. Of course I could still sculpt more if I decide to or do it in the texture.

armitagewip20.th.jpg

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Finally finished with retopology. So boring!

armitagewip21.th.jpg

Looking good on the topology. And yea retopoing = boring.

Questions for you: Do you plan on posing the model or is this for someone else. The reason I ask is that im trying to come up with the best method for posing. The last models I have done I pose a low res voxel first then sculpted details from there. The biggest draw back to that is symmetry. I could use a T pose to do all the hi detail but then using the pose tool in 3d-coat is out the window way to slow. Also when posing with voxels you have to be very careful since body parts get close together then they weld together. Example fingers. In the last models I have made I actually model the hands after posing.

Again Im just curious which way would be better. T pose - sculpt - texture - retopo - bone - pose or T pose low res - pose in voxels - retopo - texture. Anyone else have any ideas

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It's probably best to do a T-Pose like this if you ever plan on posing it, then rigging later. I'm going to rig her in LightWave, then either render there or bring her into Unity.

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