Step 1: Defining the basemesh topology with curves in a transparent plane and converting the viewport to ortographic:
Step2: Mesh created, I centered the pivot point but I displaced it to 0 in the X axis, for apply the 1st Make Simmetrycal operation:
Step 3: Now I make Another Make Simmetrical Operation with the parameters you can see in the image:
Step 4: Now I subidivided a 2 times and select the borders and after that I freeze those polygons with shift+M.After this I create an Sculpt layer and apply the Foamy tool with an strenght of 2 with the flood button,(you can modify this initial width decreasing the strengh of the layer), for obtain a certain tickness:
Step 5:And after that, repeat another Make simmetrical Op in the Z local axis,(Look the parameters:
Step 6:
Now, you have the base mesh for the clothe,(in my case a kind of pectoral clothe) for after this, create sculpt layers and modify, and adapt it to your character using the sculpt tools, and the pose tools:
Importan aspects about that technique:
1: After the last make simmetrical operation, you can make an "Rebuild Subdivision levels" to the resulting basemesh, and you successfully obtain the 2 inferior subidvision levels. More flexibility, and better performance 😉
2: After rebuild the subdivision levels, I recommend to go to the level 0 subdiv and run the "Set topological axis" operation setting the X axis, like the topological axis, before start using the Pose tool like "Transformation tools", for correct Mirror the sculpt layers you create with the pose tools.
Well, very soon this commission sculpt finished and fully detailed in my facebook page:
https://www.facebook.com/Sergio3D2D/
https://www.youtube.com/user/sergiomengual
Greetings:
Sergio Mengual
Step 1: Defining the basemesh topology with curves in a transparent plane and converting the viewport to ortographic:
Step2: Mesh created, I centered the pivot point but I displaced it to 0 in the X axis, for apply the 1st Make Simmetrycal operation:
Step 3: Now I make Another Make Simmetrical Operation with the parameters you can see in the image:
Step 4: Now I subidivided a 2 times and select the borders and after that I freeze those polygons with shift+M.After this I create an Sculpt layer and apply the Foamy tool with an strenght of 2 with the flood button,(you can modify this initial width decreasing the strengh of the layer), for obtain a certain tickness:
Step 5:And after that, repeat another Make simmetrical Op in the Z local axis,(Look the parameters:
Step 6:
Now, you have the base mesh for the clothe,(in my case a kind of pectoral clothe) for after this, create sculpt layers and modify, and adapt it to your character using the sculpt tools, and the pose tools:
Importan aspects about that technique:
1: After the last make simmetrical operation, you can make an "Rebuild Subdivision levels" to the resulting basemesh, and you successfully obtain the 2 inferior subidvision levels. More flexibility, and better performance 😉
2: After rebuild the subdivision levels, I recommend to go to the level 0 subdiv and run the "Set topological axis" operation setting the X axis, like the topological axis, before start using the Pose tool like "Transformation tools", for correct Mirror the sculpt layers you create with the pose tools.
Well, very soon this commission sculpt finished and fully detailed in my facebook page:
https://www.facebook.com/Sergio3D2D/
https://www.youtube.com/user/sergiomengual
Greetings:
Sergio Mengual
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