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Need help with female clothing/armor


Hungryriceball

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Hello, I started self studying 3d modeling for about a month now and I'm still stuck as to how to start making female clothing and armor for high poly body replacers like Type 6 for FNV. I am having difficulties on making the breast parts of the clothing. I do not know how to model the clothing to follow the curves of the female breast. I tried finding tutorials almost everyday but with no luck.

 

First I tried Shrinkwrap and it kind of worked but the topology is really bad. I tried duplicate and then scale but the body is too high poly and uses triangles that I often just mess it up. I watched some videos for making clothes but they have a lower poly model that it's easy to duplicate and scale.

 

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1. How do I actually start making clothing and armor for a high poly female body replacer?

2. How do I model the clothing to follow the shape of the female breast?

3. What are the most common techniques used for making female clothing and armors?

4. Are there essential tools that I need to learn first and master before I tackle making female clothes?

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Things that I learned in blender so far:

Mirror

Shrinkwrap

Duplicate and scale

 

I am open to any suggestions and would love to get a tutorial that actually tackles my problems. I just need someone to guide me to the right direction. I would love to make things for TES Skyrim in the future but so far everything isn't going too well for me, Thank you.

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I like to extrude parts around, roughly guiding it around the body you're working with. There really are many ways to do it, your way works fine too, but for me, extruding, moving, scaling then softening angles is the best way.

 

Thank you for the input, I will give it a shot.

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Oh, one last thing: you should use the 3D cursor as the pivot for this: it works wonders what you can do with the pivot:

 

1. Drag vertices around in a circle.

2. Level all vertices along the same plane.

3. Proportional scaling (ie. scaling from the pivot).

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  • 1 month later...

The key here is edge flow, something which takes a while to get the hang of but will help your models be a lot better in topology. I think some people select the breasts of the model you are working on top of, duplicated and separate the vertices, and then use that as a base. You can also add in a circle and extrude that with the help of snapping. Which is the magnetic icon in the 3D toolbar at the bottom, then select face snapping along with that.

 

One other thing you can do is create a base mesh around the model and then use the shrink wrap modifier with that, then go from there.

 

Sorry if this is a bit confusing! XD

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