3D Artist
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Clothing (Bob)

Clothing (BOB)

I was given the task to create clothing for a group of game characters that would be part of an Unreal asset pack. At first, the characters were to be somewhat generic in nature, mostly business casual. However, the theme of the project quickly evolved into an 80’s street fighter game.

This project was a change in pace for me since up until this point, I had spent the majority of my career modeling and texturing hard surface objects. After some research and experimenting I came up with a workflow which consisted of simulating cloth and low poly retopolygy within Marvelous Designer. from Marvelous, I moved into Zbrush for added details such as seams, additional wrinkles and additional details. Once the work in ZBrush was complete, I would export both the high and low poly models into 3DS Max to make any final adjustments before moving into Substance Painter for texturing.

Completed Character in UE4. Character modeling done by a co-worker Jon Phan

Completed Character in UE4. Character modeling done by a co-worker Jon Phan

High Poly Material ID’s for Substance Painter

Clothing UV’s out of Substance Painter

Arm Wraps in ZBrush

ZBrush Sculpt

Completed Character in UE4. Character modeling done by a co-worker Jon Phan

Using Marvelous Designer 9's new retopology feature, this video will walk you through a step by step workflow, highlighting the key advantages and disadvantages of using this new feature. For example, simulated garments can be quickly transformed into game-friendly topology using symmetrical workflow, allowing for better mesh control while skinning, rigging and optimizing geometry.