Awesome as usual.
If I could ask, how do you model the clothes? Do you use any tool like Marvelous Designer or do you use Blender cloth simulation? Or maybe just Blender cloth sculpting brushes?
Thank you!
Of course, Ricardo, you are most welcome to ask. Simply put, all of my projects and workflows are created within Blender. I don’t use Substance Painter for texturing, and I do not use Marvelous Designer for clothing my characters.
Do not get me wrong, commercial software does indeed speed up the workflows for studios or freelance artists, especially those working closely with deadlines, but I have found ways within Blender with years of practice that just make it all seamless and fast for me.
It depends on the type of project that I create, which will determine how I go about creating the clothes. For full-body sculptures, I use a cloth simulation to generate the basic creases and folds, but I have come to learn that solely depending on the cloth simulation does not provide accurate results on its own.
For example, if you pose your character in a certain way (extreme pose, of course), there are sometimes (or most of the time) certain details that are not calculated correctly by the cloth simulation and therefore require additional work by sculpting those details manually. Yes, it can be labour-intensive sometimes, but worth the effort.
I do not use the cloth brushes for sculpting details on clothes. The brushes I use most of the time are the draw brush, crease brush, inflate brush, grab brush, and pinch brush.
Rest poses for me are boring, no matter how good the model may look. A great pose will always prevail over rest poses because it reflects an action, which in return tells a story. I sincerely hope that this was of use to you, Ricardo. Take care of yourself and thank you for the kind comment.
Awesome as usual.
If I could ask, how do you model the clothes? Do you use any tool like Marvelous Designer or do you use Blender cloth simulation? Or maybe just Blender cloth sculpting brushes?
Thank you!
Of course, Ricardo, you are most welcome to ask. Simply put, all of my projects and workflows are created within Blender. I don’t use Substance Painter for texturing, and I do not use Marvelous Designer for clothing my characters.
Do not get me wrong, commercial software does indeed speed up the workflows for studios or freelance artists, especially those working closely with deadlines, but I have found ways within Blender with years of practice that just make it all seamless and fast for me.
It depends on the type of project that I create, which will determine how I go about creating the clothes. For full-body sculptures, I use a cloth simulation to generate the basic creases and folds, but I have come to learn that solely depending on the cloth simulation does not provide accurate results on its own.
For example, if you pose your character in a certain way (extreme pose, of course), there are sometimes (or most of the time) certain details that are not calculated correctly by the cloth simulation and therefore require additional work by sculpting those details manually. Yes, it can be labour-intensive sometimes, but worth the effort.
I do not use the cloth brushes for sculpting details on clothes. The brushes I use most of the time are the draw brush, crease brush, inflate brush, grab brush, and pinch brush.
Rest poses for me are boring, no matter how good the model may look. A great pose will always prevail over rest poses because it reflects an action, which in return tells a story. I sincerely hope that this was of use to you, Ricardo. Take care of yourself and thank you for the kind comment.
That's insane!
Thank you, Juan. That is very kind of you.
You always have amazing creations. They are getting better and better.
Thank you, Claire. That is so kind of you. Your projects are amazing too. Thanks again.
You're inside the computer again Morpheus, we're sorry. Awesome job as always though Bennie 🤙
Thank you, Omar.