STEP BY STEP: Dis­tressed cloth­ing for games and film

Learn how to cre­ate a re­al­is­tic AAA game or cin­e­matic film qual­ity en­vi­ron­ment scene in our three-part tu­to­rial

3D Artist - - CONTENTS -

Triple-a Mar­velous De­signer tips from Michael In­gras­sia

over the course of three tu­to­ri­als, we will take a look at the skele­ton, props and en­vi­ron­ment for this pi­rate scene. in part one, which will fea­ture in this is­sue, we will be fo­cus­ing on cre­at­ing and de­tail­ing the cloth­ing meshes. in part two, we’ll take a look at Uvlay­out and sub­stance tex­tur­ing the com­plete skele­ton pi­rate. in part three, we’ll then fin­ish up by de­tail­ing the props and the en­vi­ron­ment.

Be­fore we can be­gin work­ing on any project, we will need a con­cept sketch so that we can an­a­lyse and as­sess the pose, com­po­si­tion and as­sets re­quired to bring your scene to life. af­ter es­tab­lish­ing the sketch and com­po­si­tion for the scene, we cre­ated a proxy model and base mesh of the gib­bet cage and posts, as well as the rum bot­tle, in or­der to pose the skele­ton prop­erly for the fi­nal scene.


Im­port an­i­mated char­ac­ter in mar­velous, go to file>im­port>fbx. find your project folder and se­lect ‘pose skele­ton_ formd7.f bx’ make sure an­i­ma­tion is checked, cen­time­tres and scale 100 per cent, then press ok. close the avatar edi­tor since we won’t be us­ing it with our cus­tom char­ac­ter. now head over to the top-right menu and click on the simulation drop-down menu and se­lect an­i­ma­tion.

You now have a time­line dis­play­ing ‘pink’ keyframes. if you scrub the time slider, you will see your rig move into the pose. if you no­tice the red ‘en­ve­lope’ vol­umes look off cen­tre on the t-pose rig, you will see how they be­gin to look bet­ter when the rig is in the fi­nal pose.

We’re now ready to be­gin cre­at­ing our cloth­ing on our cus­tom char­ac­ter.


Cre­ate the shirt front first, set your skin off­set to 4.0. this helps pre­vent from hav­ing ar­ti­facts when sim­u­lat­ing. to start mak­ing the shirt, use the Poly­gon tool on the top menu and be­gin draw­ing a v-neck shape. con­tinue draw­ing half the shirt. next right-click to mir­ror the panel to the other side us­ing sym­met­ric Pat­tern. now, with the flipped panel cre­ated, hold shift and move it into place on the op­po­site side.

to add curved shapes, use edit cur­va­ture from the top menu. click on the edge and pull it in to curve the arm hole.

the fi­nal step is to edit Pat­tern to ad­just the shape to fit the char­ac­ter bet­ter. the best mea­sure­ments are some­thing you will learn with prac­tice.


Cre­ate the shirt back se­lect both halves of the shirt front and copy/paste to du­pli­cate. for the back, we don’t want the v-neck, so use the edit Pat­tern tool again and ad­just the shape of the neck.

to add a bit of cur­va­ture to the back neck, press c and ad­just the shape.

all that is left now is to se­lect the back panel and ro­tate and move it into po­si­tion be­hind the skele­ton.

se­lect the back panels, right-click and se­lect flip hor­i­zon­tally. now we’re ready for sewing.

03 01


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