Hi there, I’m working on a cartoon character and I’m currently doing the clothes. My doubts start when I start making those fringes, I started doing them why dynamesh and zremesher as the rest of the char and props, but I found it hard to keep the “inorganic” look aswell as to simulate the “gravity”. Then I tried to make them in 3ds Max but It was quite challenging to make it with a nice topology without having a massive density of polygons, as well as “simulating” (again) the gravity, it deforms too much the topology and also the shape (either in z or 3ds).
Having all this difficulties I tried marvelous designer and I can say that I’ve managed to achieve something more. Having said all this, what would you do to make this character? What pipeline would you follow? Which soft would you use? Having in mind the posing or the manipulation with some effects like wind, for example.
If your answer is Marvelous that means that you have at least a bit of knowledge of that software, and I would like to ask you some doubts:
-At the moment I’m fine with MD, I’m learning slowly. But at the moment I split the “main” line to make the fringes I’m unable to edit the curvature of the main line. I would like to be able to edit that in the future for manipulations like posing or whatever. I’m sure that it’s posible to do as a parent line or so, but I didn’t find anything or I didn’t know how to search for it correctly.
-Which fabric would you use to simulate that cloth? I’m not really sure which one to use because some of the fringes look too straight even though the particle distance is set to 5.
If your answer is 3ds or Z I would like to know how would you achive that topology clean and regular in every fringe, as well as the post-production as posing or wind effect manipulation.
Thanks for the feedback and sorry for the long text, as well as the bad use of english, I did my best!
Some pics:
