This week I created clothes and props based on the body.
Clothes are mainly made using MD, Marvelous Designer.
First of all, the production of close-fitting clothes, a tank top and a pair of leggings. Because these two clothes are relatively tight, and subsequently do not need to go to these two parts of the fabric simulation. So only some of the edges will be wrinkled.
Then freeze these two parts and use them only as collision bodies to make other clothes, so that it will not affect their own shape.
The shape of the shorts is a bit too big here, but it’s okay, it can be adjusted later.
The jacket is similar to a casual suit. And because I hope the character’s clothes are stolen from him, so it does not fit, the jacket will be a bit on the large side. It doesn’t matter if the simulation results in a lot of wrinkles because I want to do a fabric simulation for the shorts and the jacket later.
I exported the clothes from MD to Maya. Here I need to pay attention to the fact that the model exported from MD is poorly wired, and some of the face pieces are not sewn together. Drawing on my experience from last semester’s collaborative project, I re-topologized the model using ZB and manually merged the facepiece vertices, which was a real pain to do.
Next, I made the scarf. Here I simply sculpted the outline in ZBrush and then exported it using Zremesher topology. Considering that the scarf needs to be animated afterwards, I reworked his topology in Maya to facilitate subsequent binding.
Then came the little prince’s necklace. Here I used the curve base in Maya. First, draw a curve, adjust his control points, so that its trajectory is like a necklace. Then use a triangle to select the curve for extrusion. The rest of the necklace was modelled using a circle.
The crown was made using the pipe geometry in Maya to reduce the number of vertices and adjust the vertices position. To avoid the corners being too stiff, chamfers were added at the edges.
For the final shoe, I downloaded the free model from Sketchfab. I adjusted the number of faces and some details.
This is the final model: