¦¦¦ ofc-wk-1

pixelsorting, gif. krita's animation suite is a bit finnicky, but I like that you can run filter layers globally over your image sequence.

pixelsorting, gif. krita's animation suite is a bit finnicky, but I like that you can run filter layers globally over your image sequence.

film view, ao pass

film view, ao pass

wireframe - some triangulation was in order to conform the folds properly. the details were sculpted multires and projected back down to the lowest subdiv.

wireframe - some triangulation was in order to conform the folds properly. the details were sculpted multires and projected back down to the lowest subdiv.

UV's / basecol / nrm. 
everything's all nice and quadrangled, decent coverage, but notably it's set for nice tiling. since we're aiming at VR, abusing detail normals and other tiling is really handy - these are just regular textures though.

UV's / basecol / nrm.
everything's all nice and quadrangled, decent coverage, but notably it's set for nice tiling. since we're aiming at VR, abusing detail normals and other tiling is really handy - these are just regular textures though.

UV overview. split into easier parts (arms, cuffs, etc), and seamed for seamless tiling.

UV overview. split into easier parts (arms, cuffs, etc), and seamed for seamless tiling.

thanks for viewing. V

thanks for viewing. V

¦¦¦ ofc-wk-1

week one of my personal challenge, outfit / costume a week.
based on the wonderful work of Toraji : https://www.artstation.com/artwork/e0DDNX

- had fun with this one, really different from stuff I'd normally make.
cloth sims made up a lot of the work - started with a clean quad blockout mesh, sim'd parts as required.

- was difficult getting it to fit to my body so I ended up just masking the body out except for the hands and feet. this made it much easier to get a silhouette closer to the original (butt 2 big)

- for whatever reason this was a pain to bake + still has some odd normal artifacts. some of this was down to triangulation, which I did some manual work on, as seen in the wireframe there are some triangulations in the main base to force the cloth direction.

- the seam piping on the edge was the last thing to go on. this needs to be the absolute last part to go on IMO. It's a curve made from the edge of the mesh, and I transferred the vertex weights of those edge vertices to the corresponding loop.

- made the cape but ultimately didn't like it. looks too military and a bit out of place with the direction I went with materials.

- the UV's are quadrangled and arranged to enable detail tiling (and high coverage), in order to hold up to extreme close up scrutiny in VR.
got a really good texture coverage as a result (0.93 pog)

potential improvements:
- pant legs look boring - i think some embroidery on the sides / pattern is necessary and it helps the original concept a lot, so my bad for deviating there
- weight painting overall is a bit jank, especially on shoulder.
- find a way to make the cape work
- properly do hair - it's just scale 0 bones on the bangs and rotated scaled polytail - good cheap hack, but could look better
- pockets. i thought removing them would accentuate the long-leg aspect of the outfit, but removing those + no leg detail means there's a huge patch of *nothing*. those details put the 30 on the 70.
final renders were done in Blender, further processed in Krita