One thing you could do is create, translate, and scale several nurbs circles defining the general shape of the shirt (or just define half the shirt and mirror it later). Once you have them set up, loft them to create the shirt. Then just start pulling/tweaking CVs to get the exact shape you want with wrinkles.
Not really anything finished but here is an example screenshot I did in a couple of minutes. I didn't really tweak anything but this is the idea of lofting the circles. In a real situation, you'd probably want to angle and shape the circles a bit before lofting. Also, if you loft between each circle individually instead of selecting all the circles and lofting one time, it'll give you more control over editing....this works well if you're modeling overlapping pieces for platemail armor and things like that. Lastly, you can see the collar and bottom of the shirt shape is closed so you'd have to trim those. If you want to see more examples, you can check out this excerpt from one of Peter Ratner's books.
Try to add some polys in spots where the shirt bunches up, like a real one. Such as down by the waist, and if he bends his arm by the sleeve/shoulder. Take a look in the mirror of yourself just standing ... you should have a better idea - or just use some ref pics. They always help me.
hey, one thought... why dont you select the faces you want for the t-shirt.. then extrude them out far enough so its "t-shirt distance" from the body (you may have to extrude in sections). Now just take the edges of the t-shirt arms.. and pull those verts down the arm a bit more.. to give that (inwards) look. DO this for both arms, the neck and bottom of the shirt. For the neck you may want to scale back in the verts around his neck so that it looks like the collar is touching the neck. But yea, the t-shirt you have right now looks cool . Maybe try this and then add a slight cloth modifier . Ok, Just a idea, and btw.. very nice alien .
"I should call you sugar maple tree cause i'd totally tap that" haha
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