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
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.