Another blender newbie here, and in trouble.
I need, as a conclusion work for my blender course, to make a character
- Blocked using primitives in edit mode
- Sculpted in dyntopo
- Fully retopologized and UV unwrapped to a low-poly model
- With multires modifiers on the low-poly model and copying the details from the sculpt using shrinkwrap
- Smoothed and with fine details added using multires sculpt on the (now) hi-poly model
- With baked Normal and AO maps from the Hi poly applied on the low poly
- With the appropriated materials on cycles render
- Rigged with rigifty, weighed and posed
- With hair simulation
- With clothing simulaton
I went through almost every step, suffered a lot and learned even more, but on the clothing part i might be reaching my limit because i don’t know the right order of doing what i need
So basically my character is a samurai-like figure and the clothing is similar to an open robe or kimone tighened by a cloth belt.
More or less like this, sans the shoulder part (i hope)
[ATTACH=CONFIG]512769[/ATTACH]
Almost every guide on clothing simulator on youtube works with either clothing with only two pieces (front and back) or fully simmetrical.
I read most of the wiki, saw at least one hour of video guides, got the ideas behind basic material properties, adding collision, baking and applying the modifier in the right frame, etc. but some things are just hard for me to organize in the head.
1 - how do i make the cloth fold asimetrically (one side below and another above the other? do i manage each of the “halves” as a separate piece of cloting? can i make parts of the simulation move with different properties from the rest?
2 - How do i make parts of the cloth follow a specific direction or be attracted to a specific part of the model? I want the parts of this robe to move to the sides to close it rather than just go down with gravity.
3 - Which is the right way of making the “belt” stick to the body: more springs? forcefields? zero gravity? any other modifier?
4 - problem is how to make the belt and make the cloth collide and be held in place by the belt with it without transposing AFTER the solidify modifier
5 - How to make everything above still works with the model posed (without crazy intersections or clothing fhying because of a collision problem): do i just put the pose on a faraway keyframe and let the simulation run until he slowly changes between the resting pose and final pose? do i need to add extra keyframes for other poses in between? is there any easier or faster way to do it?
6 (and most important) - in which ORDER do i do each process? do i prepare everything and simulate in one go or do one step, bake the simulation, do the next, bake again, on and on? Is there any problem in making cloth simulation multiple times on the same mesh?
as a bonus, does anyone know a practical way of controlling drapes and folds in the cloth simulation (see the “skirt” in both figures: both have decorative drapes)
Thanks for any help you can provide