Plane modeling low poly cloth folds?

I’m trying to model folds for a veil/scarf thingy, but i dont know where to start.

heres my model

and heres the drawing its based on

http://i.imgur.com/4oLmSlF.png

so basically, i need to plane model the folds in, and they need to be kind of big and bulky too. but i also only have around 700 polys to work with for the viel, so sculpting isnt really an option.

is there a good way to model low poly folds in while it still looks nice?

Attachments


Your best bet is baking a normal map from a high poly version with wrinkles onto a low poly mesh. I baked a normal map at a size of 512 px,and and its about 150 k. This could be smaller and compressed (jpg) . The basemesh is 40 tris which at multires one, if applied, would be 160 tris.
Have look if you want: https://www.dropbox.com/s/8j2wuyzhkjnqc18/lowpoly-bi2.blend


thanks, but my friend really wants me to do it with the plane modeling technique. i cant have the folds be too realistic, they need to stay within the cartoony “TF2” artstyle. though i might still do it your way if i end not being able to do it. what clay settings do you use?

Even multires level two only brings you to 690 tris , 357 verts. You can certainly get quite a bit of real geometry fold/wrinkles with that many. And you can turn the normal map strength down (or not use it at all) You candefinitely get that level of shape with the poly budget you have. This is applied at muli tres 2 for 690 tris, and a normal map level of .4 (40% stength) I turned the specularity way down,a s cloth has very little.

I would probably just model it low poly (40 tris) add a multires modifier, subdivide once or twice, sculpt it how you want and apply it.

I mean, it is a pretty simple shape, you could just push all the verts yourself.

The clay brush was just default settings, turned the strength up some, changed the size here and there, and switched between add/subtract.