4. Clothes - modeling, uving and texturing

I decided to create a blazer and a shirt to follow the images i was sculpting the head from.

The shirt and the blazer started from a body mesh, only selecting from the neck to the lower part of the chest and arms and deleting the rest. From here i could delete one side and work on it to make it look like a shirt, so giving the neck part the shape of a collar and straightening the middle where the buttons go. Once it was done all i had to do was mirror the mesh to the other side and only merge the back vertices not the front, as the faces are going to be on top of each other.


The buttons were easily done by using a cylinder and extruding the faces and beveling the edges, i then cut a torus in half and this was used as the string.

When i finished modelling all the parts i uved and placed in different udim tiles to obtain more details and also to work on it all at once in substance painter.

I also imported the meshes into zbrush and by using the standard and cloth brushes i was able to add winkles to the clothes and also sculpt lines where the buttons go. I was also able to adjust the general shape and make it look more natural. I also adjusted how it would look with the head, makin sure no mesh goes through another.



When i imported the clothes into substance and started adding materials to fix the seems, i noticed there was a lot of distortion in some areas. At firts i noticed this was easy to fix by unfolding the islands.
I then noticed i was loosing the wrinkle details as well. This was due to issues in Zbrush with remeshing to reduce the poly count and exporting. What i did was, instead of creating a displacement map for the clothes i baked high to low in substance, this created another issue but its more hidden than the previous one.


Here you can see the issue was fixed but i lost some of the wrinkle details that i made in zbrush.
By baking the high poly version on the low poly i then came across this problem in which the mesh is projecting into each other, this didnt bother me too much as it is more hidden and less noticeable, also because the ambient occlusion will naturally make it look darker.

This was the result with baking.


In substance painter, i used materials that looked as close to a real blazer as possible and then i modified it a little more. An issue that i found was that the way the patterns were going it didnt match in some areas for example the bottom part of the sleeves with the shoulders. This is due to the uv islands not being attached. This also didnt bother me too much as i already knew they were not going to appear in the render as i was going to remove the sleeves anyway.











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