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/3/ - 3DCG


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File: 704 KB, 1500x1232, klaus-wittmann-carbon-300dpi-final-sml.jpg [View same] [iqdb] [saucenao] [google]
705610 No.705610 [Reply] [Original]

I always worked as an environmental artist and I recently started to design characters. But Im a bit confused about my workflow and have some doubts, can you help me /3/?

>Model highpoly character in Zbrush and polypaint
>I want clothes, so Marvelous Designer. Export A-pose model, create all the clothes, return to Zbrush
>Substance painter, texture it
>3dsmax, rigging *

* here is the main problem, character is wearing a dress, and she is going to sit in a chair. How can I deformate the dress to fit properly? Create an animation from A-pose to sitting pose and then export to Marvelous Design and it creates it automatically? Which is the correct workflow?

Thanks in advance

>> No.705612

>>705610
>How can I deformate the dress to fit properly?

There is a reason mostly skintight clothes are very popular among CG artists.
If you wanna get into flowing fabrics you'll waste a ton a time learning some specific cloth-sim and fighting all it's idiosyncrasies to get it to kinda do what you want.
Personally I would not wanna get deep into flowing fabrics at all outside of being employed at a studio and the project dictated this had to be done.

Your time as an artist is much better invested learning to make the things we can do well today.
Chances are better more stable algorithms will be invented and solve clothes further down the line without you having to invest tremendous effort into pulling it off.

The kinda thing you wanna do, have a character sit down and cross her legs with flowing fabric round her buns
is what current day clothsims likes to explode into a inter-penetrating jumbled mess.
If I was working on a project that had a character that absolutely had to sit in a long dress I'd be tempted to just sculpt it as a static piece
and do some creative editing to transit into a simulated one should she need to stand up and move.

>> No.705615

>>705612
Nice elaborated post
I know a big, long and full of details dress can be such a pain, and I will be dealing most of the time with a destroyed and bad mesh instead. Specially if I want to animate it.

She is going to stay on the chair, so I was thinking in the option of rigging her, get a pose, make the dress for that specific pose and maybe later just add some little animation for it.

I also want to create this character for uploading it into my portfolio, so something different out of the usual stuff nowadays can be appealing too

>> No.705625

>>705610
Flat but very nice drawing.

>> No.705628

>>705612
Not OP, thanks for the post, always nice to learn something new every day.

>> No.705638

>>705610

If you have a singular vision just model the character in the pose why even rig. That's what I do. You cut out a load of work that way.

>> No.705640

>>705638
Im going to use the model in several different poses. I used to use Transpose Master in Zbrush, but I want to learn how to rig properly too

>> No.705644

>>705610
If you're just posing and not animating it should be simple. The dress will be skinned to the rig which should take it into the ballpark for sitting pose. Then back to Marvelous for final drape. Obviously be careful to make sure ass isn't clipping the chair geo and there's just enough room for the dress.

>> No.705663

So, to make things clear, it is better to rig the model before creating the clothes?
Because I know I can pose the character inside MD and I think that would be better than creating clothes > rig > animate and pose > MD again for adapting

>> No.705692

>>705663
Yeah, stage one is to have a nude/jumpsuit type representation of your character that you use to work out the weights of any apparel you'll model or work as a surface to simulate against if you head down that route.

>> No.705698
File: 31 KB, 408x409, 1555135537895.jpg [View same] [iqdb] [saucenao] [google]
705698

>>705663
If you're set on just one pose then I guess just do it all in MD..? That is sloppy workflow though.

>> No.705700

Either sculpt a static masterpiece or get the fuck on with a decent animation workflow.

>> No.705703

>>705698
Its not going to be just 1 pose, I want different ones. But Im still not sure about the most efficient workflow.

Right now I have the nude model in A-pose, deciding if it would be better to start rigging it right now or just export it to MD and create all the rest of details, clothes, accesories and textures and then rig it at the end

>> No.705704
File: 231 KB, 1923x790, gmr.jpg [View same] [iqdb] [saucenao] [google]
705704

>>705703
For example, pic related. Did the artist rig her before creating the dress? Or did he create all the clothes before, and then rig and adapted the cloth to the sitting pose

>> No.705731

>>705704
looking at how tight it is around her waist when shes sitting down, he def did some sculpting to get it into the perfect place at the end, because its so loose when shes standing any sim would have it falling down more

>> No.705781

>>705625
You don't really go for volume in a comic book art style, anon.

>> No.706033

>>705704
wait what??? that was CGI?

>> No.706040 [DELETED] 
File: 264 KB, 568x440, file.png [View same] [iqdb] [saucenao] [google]
706040

it's me again
i've gotten as far as making face and eye materials.
got any tips on texturing/making hair materials?

>> No.706043

>>705781
according to who

>> No.706063

>>706043
Comic books. They're probably too expensive in your country but you can read some of them for free on the internet. Best of luck!

>> No.706129

>>706033
It's probably a fanart or something

>> No.706146
File: 75 KB, 750x1000, 1547017149262.jpg [View same] [iqdb] [saucenao] [google]
706146

>>706033
Nope

>> No.706396

>>706146
Why does kid gamora have such big feet?