Technically it’ll be an in-game model. I want to give it a basic rig ( with some facial expressions ) so mechanical parts need to be considered. I wasn’t a fan of some forms in concept ( that which looks like an archaic diving suit ). Some weren’t enough readable or hard to achieve ( like white fur (?) on arms - I don’t want to focus here to much on haircards ). I also want to add a bit of sci-fi.
I’m at the stage of looking somewhere between primary and secondary forms.
I want to share my process of making gambeson-like fabric:
First I simulate the fabric - in my case with Marvelous Designer ( I wish to know the alternative in Blender )
Then create a low-poly version ( just a plane ), each piece is placed on UV next to the other to create a trim sheet
The height map is baked in Marmoset ( 16-bit )
Then I make it seamless in the Y axis in Photoshop ( use: filter->other->offset then remove the border manually )
Model your mesh - try to make quad loops for every trim, map them straight ( ZenUV->Quadrify ), and place them on your trim sheet ( ZenUV->Fit to Trim )
Subdiv your mesh and use the displace modifier with your texture to get the final result