I’ve modeled a few new assets (chairs, menu, pots, etc) for the sushi bar and it’s starting to look good. I would like to add some posters, flowers, and, of course a chef and a couple of customers. In the mean time, enjoy these screenshots.
A little progress on the Japanese modular house. I’ve started to do some modelling for the roofs and worked on the walls in a way they look more realistic. I’ve also separated the interior from the exterior. For the roofs (and in general for Japanese architecture) this article is, imho, very useful.
It’s relatively easy to create some nice clothes in Marvelous Designer. However, they are very high-poly for a game engine.
So, you may want to retopologize them, but, at the same time, to preserve all nice features Marvelous offers, first, in my opinion, the UV. In fact, in Marvelous, you create your cloth using a sewing pattern as you would in real world. That sewing pattern becomes the UV of your mesh and, in order to have your texture to behave in presence of folds like a real tissue, you want to preserve those UVs. Continue reading “Marvelous Designer To UE-4 Tips And Tricks”
I’ve modeled some jeans for DAZ3D Victoria8 figure in Marvelous Designer 7. The new Marvelous Designer presents some nice features (Modular mode, Topstitching, Zipper, etc.) with respect to the previous version, but the most important improvement, IMHO, is in the performance, which is really nice. I really had fun doing those jeans and other clothes I’m still working on and will show in the feature. Continue reading “Women Jeans Model”
UPDATE July, 2018: I’ve completely remodeled and re-textured the whole project. Now it’s looking completely differently, look here some more recent posts.
Today screeenshots, changed a few things, added some furniture, it starts to look nice, but can be better imo.
I’ve modeled the pants in Marvelous Designer and are all the same mesh.
Then, I used Substance Painter for texturing and came out with three different variants, one destroyed military and two for working.
The screenshots are taken once imported in Unreal Engine, after being skinned and morphed in DAZ 3D and after some cleaning work in Maya LT.