

I generate a quick UV using the Zplugin> UV Master (Something we will revisit in the texture section) and morph UV in the tool palette, a relatively new addition being the ability to sculpt on the morphed UV.Īs mentioned earlier, everything is blocked out and what will be seen from the proposed camera angle is what get’s priority. Then as everything is in place, I’ve sculpted in some additional folds that didn’t have in the dynamics simulation. Once the skirt is in place and looks the way I want it to, making sure it drapes appropriately and making sure that the size and cuts of the fold mimic the appropriate fabric I’m going for. It starts as simple geometry cut out and shrunk to the surface so it feels like it is actually draping off of my character. This will give some nice gravity and initial folds that will look good in tandem with the character poses inside of Character Creator 3. Another bit of costume that I can tackle right inside of ZBrush now thanks to Dynamics. The next part of the costume I focus on is the quilted skirt piece.

I do this so these pieces are instances and not committed geometry yet, and this gives me the option to switch them out on the fly or switch them for another conceptual iteration. I blocked out some interesting greeble pieces for the shoulder pauldrons that I convert to insert meshes and apply them to single sided planes as Nanomesh. The fun part! Well it’s all fun, but this is where the piece starts to come together in sculpt.
