Tech Wear (CLOSED)

Thread Activity
Catherine3678aFri, Sep 22, 2023
ReisyaSat, Aug 19, 2023
CosmicEnvisionsFri, Aug 18, 2023
Tark_ArkThu, Aug 17, 2023
Foxy 3DThu, Aug 17, 2023
EMProjectThu, Aug 17, 2023
This prompt for the contest was rather tough for me. As a hermit CG artist, I'm very much a stereotypical fashion black hole, so designing an outfit is very much a step out of the comfort zone.
So I went with creating something that I purely thought looked cool.
My reference board:
(I didn't read the rules before starting, so I was gonna make a runway originally.)

This project I'm using an original character of mine. I can spend more time focusing on just creating the clothing.

Started with a low side count circle.

Extruded and wrapped around the leg

Added a couple loop cuts and closed off the toes

Added more loop cuts

Used a couple modifiers here
Subdivision: to add more verts
Shrinkwrap: uses those extra verts to properly wrap around the body mesh.
Mirror: Copies the work to the other side

Got yourself a over the knee set of socks.

Started work on the shorts. Was using the shrinkwrap modifier here while in edit mode. Tried to keep square faces in mind while working. Mirrored of course
to save myself some work.

Subdivided and Shrinkwrapped. I set the shrinkwrap to be .05" away from the surface of the body mesh

Same work as the shorts above

Added a half skirt around the outside of her right hip. I noticed that I made something like this for an earlier contest entry.

Started making pockets. These are shrinkwrapped to the outside of the shorts.

The for the pockets I used a Solidify modifier and a bevel modifier to smooth out the edges.
Started work on the snap buckle.

I kept on moving verts around till I thought it looked cool. The blue lines are edge marks for beveling and the red ones are seams for UV Unwrapping. Again used a mirror modifier.

Started work on the connector piece

So I went with creating something that I purely thought looked cool.
My reference board:
(I didn't read the rules before starting, so I was gonna make a runway originally.)

This project I'm using an original character of mine. I can spend more time focusing on just creating the clothing.

Started with a low side count circle.

Extruded and wrapped around the leg

Added a couple loop cuts and closed off the toes

Added more loop cuts

Used a couple modifiers here
Subdivision: to add more verts
Shrinkwrap: uses those extra verts to properly wrap around the body mesh.
Mirror: Copies the work to the other side

Got yourself a over the knee set of socks.

Started work on the shorts. Was using the shrinkwrap modifier here while in edit mode. Tried to keep square faces in mind while working. Mirrored of course
to save myself some work.

Subdivided and Shrinkwrapped. I set the shrinkwrap to be .05" away from the surface of the body mesh

Same work as the shorts above

Added a half skirt around the outside of her right hip. I noticed that I made something like this for an earlier contest entry.

Started making pockets. These are shrinkwrapped to the outside of the shorts.

The for the pockets I used a Solidify modifier and a bevel modifier to smooth out the edges.
Started work on the snap buckle.

I kept on moving verts around till I thought it looked cool. The blue lines are edge marks for beveling and the red ones are seams for UV Unwrapping. Again used a mirror modifier.

Started work on the connector piece

! REPORT

Added a Path Curve for the belt itself.


For the belt loops, I started with a simple cube with an array modifier to duplicate itself. Added a curve modifier to have it follow the Belt curve that I made earlier.

The loops are rather simple in design. Just a couple loops moved outward on it's local Z axis. Bevel modifier for the rounded off edges.

Stole this buckle from and IFAK medical pouch that I made on another project.

The buckle needs a strap so I started on that. Decided to not use a curve here. Just some traditional polygon editing.

I just had to make a flat plane and extruded it with the solidify modifier.

Start of a metal loop.

Flat plane > Solidify> Bevel edges.

The loop had to be attached to the shorts some how.

Started on a latch hook with this basic shape

Extruded out.

Added a simple closing mechanism

The closing mechanism needed a something to hinge around.

Added a metal loop to swivel around the little extruded bit.

Went and attached it to the earlier made loop.

The metal loop needed something to dangle from it.

And the strap needed to end somewhere and here's another loop to help with that.

Fitted the loop to the bottom of the strap

Duplicated and Copied the closing hooks down the the lower metal loop.

This strap I used curves as it would be tons quicker over using poly editing.

More loops around the strap!

! REPORT
Started working on her boots.
Snagged a boot tread image off of google and lined it up under her foot.

Traced around the outside to get a crossection of the future boot..

Started work on some boot treads with a simple cube.

Cut some shapes into the cube. Give it a little detail.

Duplicate the tread around the border

Making heel tread

Inner cross tread

Starting the toe treads

Bringing the sole down. Making the foot arch

Extruding the sole upward to make the foot cover.

Sculpting the top of the boot top

Extruding the side wall of the boots. I assigned the verticies to the vertex group and applied that group to a Shrinkmap Modifier.

Applied the Shrinkwrap modifier and smoothed out the verts with the Slide relax brush.

Started building the toe cap for the boot

Applied the Solidify modifier

Making the heel cover

Gotta be able to close up the boots so started out with a cube

Duplicated it up the boot

Started on creating the end point for the straps

Made a pull tab for the straps

Thought I wanted to do spikes.

Didn't like the spikes. Here using curves to make a shoelace like band.

Duplicated the bands up the boot and changed the look of the caps?(not sure what to call it)

Mad the actual straps themselves to connect to the pull tab.

Removed some material from the boot that sat underneath another flap of material. When UV Unwrapping later it will save some texture space.

UV Unwrapped the boot. Checked nothing was being stretched with a color grid material.

Snagged a boot tread image off of google and lined it up under her foot.

Traced around the outside to get a crossection of the future boot..

Started work on some boot treads with a simple cube.

Cut some shapes into the cube. Give it a little detail.

Duplicate the tread around the border

Making heel tread

Inner cross tread

Starting the toe treads

Bringing the sole down. Making the foot arch

Extruding the sole upward to make the foot cover.

Sculpting the top of the boot top

Extruding the side wall of the boots. I assigned the verticies to the vertex group and applied that group to a Shrinkmap Modifier.

Applied the Shrinkwrap modifier and smoothed out the verts with the Slide relax brush.

Started building the toe cap for the boot

Applied the Solidify modifier

Making the heel cover

Gotta be able to close up the boots so started out with a cube

Duplicated it up the boot

Started on creating the end point for the straps

Made a pull tab for the straps

Thought I wanted to do spikes.

Didn't like the spikes. Here using curves to make a shoelace like band.

Duplicated the bands up the boot and changed the look of the caps?(not sure what to call it)

Mad the actual straps themselves to connect to the pull tab.

Removed some material from the boot that sat underneath another flap of material. When UV Unwrapping later it will save some texture space.

UV Unwrapped the boot. Checked nothing was being stretched with a color grid material.

! REPORT
Imported the boots into substance painter. Nice change of pace from modeling.

Started first on the straps themselves

I went through a couple materials. I went with a mesh and simple faux leather texture.

Painted on some stitching detail.

Added a couple more details and this is the finished material

A rendered viewport look at the boots.

Brought socks into Substance painter.

Added a simple material, drew a seam called it a day

In a lot of the reference material for Tech wear the people would be wearing masks, so I started with a mirrored plane!

Wrapped the mask around the face. Removed the hair since it was causing viewport performance to drop

Subdivision modifier and Solidify modifier

Extruded out faces to make the elastic band

Slipped the strap behind the ear

Applied the Mirror and Uv Unwrapped the whole thing

Started to apply modifiers and join the meshes

With the modifiers applied, I went and Uv Unwrapped the mesh. I also suffered a blender crash that removed all the Blue weight painting on the edges when recovering the autosave. Weird bug.


Started first on the straps themselves

I went through a couple materials. I went with a mesh and simple faux leather texture.

Painted on some stitching detail.

Added a couple more details and this is the finished material

A rendered viewport look at the boots.

Brought socks into Substance painter.

Added a simple material, drew a seam called it a day

In a lot of the reference material for Tech wear the people would be wearing masks, so I started with a mirrored plane!

Wrapped the mask around the face. Removed the hair since it was causing viewport performance to drop

Subdivision modifier and Solidify modifier

Extruded out faces to make the elastic band

Slipped the strap behind the ear

Applied the Mirror and Uv Unwrapped the whole thing

Started to apply modifiers and join the meshes

With the modifiers applied, I went and Uv Unwrapped the mesh. I also suffered a blender crash that removed all the Blue weight painting on the edges when recovering the autosave. Weird bug.

! REPORT
The starting mesh for the Hoodie/Vest

The hoodie part

A couple more edge loops later

Solidify and Bevel

Buckle for the hoodie chest strap.

Added an extra loop

and the other connecting half of the buckle.

More curves for the straps

Added a little flap on one side of the hoodie

Simple start to the jacket

Solidify, Subdivision and bevel

filled in the arm holes. Saves texture space for later

Sculpted in some detail. Didn't have any screenshots from when I was making the shoulder strap and pockets.

Simple loop build

Wireframe modifier and Bevel for the shape

Making a hook system for the jacket to close

The Hooks are instanced so that and change made to one will affect another. I duplicated them up and down the jacket.

Added an extra flap. Keeps the metal from touching the character.

The hooks have to hook on something.

Fitting the pieces together

Moved the button to the other side and instanced them down the jacket with spacing similar to the hooks

Transferred the strap and buckle from the shorts to the jacket pocket.

Made the pocket buckle fit and copied it to the other side with the Mirror Modifier

Added an extra flap to the neck cover

Solidify and Bevel again...

Marked the seams

Unwrapped all the jacket parts. Ready for texturing!


The hoodie part

A couple more edge loops later

Solidify and Bevel

Buckle for the hoodie chest strap.

Added an extra loop

and the other connecting half of the buckle.

More curves for the straps

Added a little flap on one side of the hoodie

Simple start to the jacket

Solidify, Subdivision and bevel

filled in the arm holes. Saves texture space for later

Sculpted in some detail. Didn't have any screenshots from when I was making the shoulder strap and pockets.

Simple loop build

Wireframe modifier and Bevel for the shape

Making a hook system for the jacket to close

The Hooks are instanced so that and change made to one will affect another. I duplicated them up and down the jacket.

Added an extra flap. Keeps the metal from touching the character.

The hooks have to hook on something.

Fitting the pieces together

Moved the button to the other side and instanced them down the jacket with spacing similar to the hooks

Transferred the strap and buckle from the shorts to the jacket pocket.

Made the pocket buckle fit and copied it to the other side with the Mirror Modifier

Added an extra flap to the neck cover

Solidify and Bevel again...

Marked the seams

Unwrapped all the jacket parts. Ready for texturing!

! REPORT
Checked for any stretching

Unwrapped the shorts

Unwrapped the hoodie

Brought it all into substance painter!

Started on the cloth mask first.

Added stitching and some metal pins

Added more stitching this time for design!

Tried a couple designs.

Exported the textures to test with the character.

After trying a bunch, went with this color scheme.

This was a pain to get through. I went though what felt like 100s of material combinations and colors and arrived here:

With the colors decided. I painted on the details to the undershirt. Adding wrinkles and the raised edges.

Added some detail. Metal bits, stitching, wrinkles, and more raised edges.

Exported the textures to do a test in blender with the character.

I enjoy texturing quite a bit and got too into it. Forgot to take screenshots. Here's the final look on the shorts.

This was the final look for the Jacket. The colors weren't fully decided though

This is where I am at now. Still trying out a couple color combos.


Unwrapped the shorts

Unwrapped the hoodie

Brought it all into substance painter!

Started on the cloth mask first.

Added stitching and some metal pins

Added more stitching this time for design!

Tried a couple designs.

Exported the textures to test with the character.

After trying a bunch, went with this color scheme.

This was a pain to get through. I went though what felt like 100s of material combinations and colors and arrived here:

With the colors decided. I painted on the details to the undershirt. Adding wrinkles and the raised edges.

Added some detail. Metal bits, stitching, wrinkles, and more raised edges.

Exported the textures to do a test in blender with the character.

I enjoy texturing quite a bit and got too into it. Forgot to take screenshots. Here's the final look on the shorts.

This was the final look for the Jacket. The colors weren't fully decided though

This is where I am at now. Still trying out a couple color combos.

! REPORT
Love the outfit so far! And thank you for illustrating some of the workflow. It's nice to see how other people approach the task of making clothing

! REPORT
EMProject
Karma: 3,299
Sat, Jun 17, 2023I know it wasn't specified as part of the contest rules, but I think its just fun to post and talk about. Better when people find it useful in learning something!
The final color choice. The white color to help the outfit pop!

With the colors decided, I had to do the weight painting. Constant checking with several poses to make sure there's minimal clipping.

Imported the free runway scene for the contest. Its not to scale, so I had to scale it up a bit.

Making steel girders to hold up the lights. Starts with a simple plane.


The smaller support bars are just simple cylinders. but this is the final mesh for the girder.

Stacked the steel girders with an array modifier. Also started on making some wall art. A simple plane with a bunch of knife tool cuts.

Material test for the polygonal wall art.

Solidified a couple characteres to catch some light on the edges. Mostly to more easily discern specific shapes


What the steel girder array looks like outside the camera

More extruded curves for some small decorative railing

And simple cylinders for the columns


With the colors decided, I had to do the weight painting. Constant checking with several poses to make sure there's minimal clipping.

Imported the free runway scene for the contest. Its not to scale, so I had to scale it up a bit.

Making steel girders to hold up the lights. Starts with a simple plane.


The smaller support bars are just simple cylinders. but this is the final mesh for the girder.

Stacked the steel girders with an array modifier. Also started on making some wall art. A simple plane with a bunch of knife tool cuts.

Material test for the polygonal wall art.

Solidified a couple characteres to catch some light on the edges. Mostly to more easily discern specific shapes


What the steel girder array looks like outside the camera

More extruded curves for some small decorative railing

And simple cylinders for the columns

! REPORT
Wanted to make my own stage lights so this is my references

simple cube to start

elongated and beveled

Cut in a channel and raise the border


Lens

Not sure what this is called.


Hinges for the coming flaps

Aforementioned flaps, simple shapes extruded and beveled

rotating hinge action

Not sure what this part is for but its in the reference material

I can't actually see what is behind the flaps so I feel like something needs to connect and control them.




Really not super accurate to what the real world stage light would be, but should work as background decor

something to hold it up

Plugs and buttons to control the light.

Metal bolt for mounting

Start of the mounting mechanism


closing hinge for adjusting


twirly bolt to close the arm

starting shape for the knob


Test mounting.


simple cube to start

elongated and beveled

Cut in a channel and raise the border


Lens

Not sure what this is called.


Hinges for the coming flaps

Aforementioned flaps, simple shapes extruded and beveled

rotating hinge action

Not sure what this part is for but its in the reference material

I can't actually see what is behind the flaps so I feel like something needs to connect and control them.




Really not super accurate to what the real world stage light would be, but should work as background decor

something to hold it up

Plugs and buttons to control the light.

Metal bolt for mounting

Start of the mounting mechanism


closing hinge for adjusting


twirly bolt to close the arm

starting shape for the knob


Test mounting.

! REPORT
UV unwrapping the light

imported into spainter

Back panel IO

Painted on the fresnel lens

Material test in cycles lighting

Mounting the lights into their final positions


imported into spainter

Back panel IO

Painted on the fresnel lens

Material test in cycles lighting

Mounting the lights into their final positions

! REPORT
Volume added for scene depth

Volume test and you can barely see those lights...

Final shot comp!


Volume test and you can barely see those lights...

Final shot comp!

! REPORT
My submission into the contest!

Another fun contest! Thank you RenderHub for holding the contest and Foxy3D for hosting!
I probably would have never made an outfit like this otherwise and missed out on making something so cool!
Can't wait to see more entries come flooding in during this final month!

Another fun contest! Thank you RenderHub for holding the contest and Foxy3D for hosting!
I probably would have never made an outfit like this otherwise and missed out on making something so cool!
Can't wait to see more entries come flooding in during this final month!
! REPORT

CosmicEnvisionsWed, Jun 21, 2023
Account Closed
Very cool 
Thanks for sharing your workflow.
Starting to make a little more sense after playing with blender.
Love the volume in your final render looks great.
Super cool looking outfit, awesome work.
Would love to see it in the marketplace
Good luck with your entry

Thanks for sharing your workflow.
Starting to make a little more sense after playing with blender.
Love the volume in your final render looks great.
Super cool looking outfit, awesome work.
Would love to see it in the marketplace

Good luck with your entry

! REPORT

CosmicEnvisions
Account Closed
Fri, Aug 18, 2023Congrats on the win, nicely done 

I'm glad you got out of your comfort zone. This could help others. It's already helped me. Respect.
! REPORT
My respect for the work done.
I understand how hard it is to work with clothes. The creases are just a headache for me.
I understand how hard it is to work with clothes. The creases are just a headache for me.
! REPORT
EMProject
Karma: 3,299
Thu, Aug 17, 2023I want to really learn Marvelous designer, but just haven't had the time
Congratulations on taking SECOND PLACE in the contest! Great work.
Someone will be in contact with you soon regarding the prizes.
Thanks for participating in the contest.
Someone will be in contact with you soon regarding the prizes.
Thanks for participating in the contest.
! REPORT