3D Toolkit: Clothing Alien

Creating the Clothing
To create the robes seen in my character design, I decided to take the model of my alien back into Blender, using the hard-surface modelling functionalities present within the software to create a base mesh of the clothing that could then be sculpted atop. This functions similarly to how I created the legs, using the mesh as a starting point that then could be added into ZBrush and sculpted upon, adding detail and refinement. 

To create the clothing I used a plane, a flat surface that I placed before the alien. I would use Blender's Mirror functionality to create this model: I would only physically create half of it, but this half would be mirrored on the alien's opposite side. I could then finalise this mirroring process after the model had been completed, creating the mirrored geometry. As such, to begin with, I extruded edges of the plane out to create new faces and repositioned vertices to allow the material to flow over the form of the alien's body. This allowed me to position the mesh precisely and ensure that it covered the alien's form completely. 



I did, when creating the form of the robe, deviate slightly from my initial design: in my design, the robe looped under the arm, which the robe of the model did not. This deviation is because I could not get this connection looking natural, as the points of connection which extruded from the robe felt too jarring and angular. On the whole, though, I do not think this change negatively impacts the model and actually feel that the lack of this support makes the robe feel lighter and more regal in nature, better fitting the alien's role as a priest.




When I had completed the robe I then went about adding other details to the alien's form: these included the necklace of orbs around the alien's neck and the cylindrical joints that connected the thigh of the alien's robotic legs to his pelvis. The addition of these two details finalised the blockout of the alien's body masses. For the connective joint I utilised a cylinder and for the individual pearls of the necklace I utilised a cube that I had subdivided into a sphere. This created a jagged, low-poly form which I could then add geometry to through a Zremesh in ZBrush. This would add more polygons to the sphere and ready it for sculpting. 



With this done, I exported the models I had created to FBX files and sent them into ZBrush using the FBX Export/Import functionality. This kept the models as different Subtools in the project, allowing me to manipulate and sculpt upon each one individually. I began by using Zremesher to double the geometry of the robe piece multiple times, until it reached a polycount by which I could comfortably manipulate it: I then used the Dam Standard, Clay Buildup and Pinch tools to add subtle creases and folds to its form. I tried to get these to fall naturally when compared to the body of the alien, with pinch points in the shoulders flowing down to the lower reaches of the robe. Invariably I am certain that I was not able to accurately describe how these folds would fall, but nevertheless I am pleased with the result and the fidelity this adds to the model's clothing.


I then again used Zremesher, this time on the alien's body. I did this to greatly increase the geometry of the legs, which I intended to add detail into. This would make seem more worn and aged, giving them more character and adding fidelity to the model.


I used the Clay Buildup brush to to this, with the stroke type set to a "Spray". This dispersed flecks of matter across the surface of the model, giving it a grainy quality that I likened to rust or the degradation of the material across its form, adding and subtracting matter form the silhouette to make it less uniform and clean. I also used the Dam Standard brush to carve indents into the metal structures, making them seem more warped and worn, and used the pinch brush to sharpen edges. I also added indents around the metal where the thigh region connects to the cylindrical hip joint, making it seem like the metal of the thigh is a socket that the joint sits in, as opposed to the cylinder simply clipping through the leg.




For the necklace I followed a very similar process, combining the necklace pearl subtools into one tool and then using the Zremesher to greatly increase its geometry. I then sculpted into the individual pearls, adding more tarnished detail to bring the pearls up to the fidelity and style of the legs and torso. 



Lastly, I created the biomechanical staff that the Alien Priest uses. I used the same process as I did for the creation of the legs, clothing and necklace to do so, creating a base mesh in Blender which I exported to an FBX file and imported into ZBrush. I then used ZRemesher to add geometry and used Clay Buildup to add detail. With the model complete, I could add it to the Alien Priest's project using the Append functionality, and use the Move tool to move the fingers of his hand around it, so that it looks as if he is holding the staff.

During this, I encountered an issue in which I could not add the staff model to the Append menu. To add the model to this menu, I had to instead use the "MultiAppend" functionality in the "Subtool Master" menu. This then added the staff to the project and allowed me to pose it as I wished.



With the clothing, legs and necklace sculpted in finality, I had completed the overall sculpt and model of the Alien Priest. I am very pleased with this outcome, and feel that I was able to sculpt the form of my design with more accuracy than I predicted: I believe that I captured the essence of the design I produced whilst adding more detail to its form, and developed my abilities in doing so.

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