Creating clothes is always my favorite part because it is a huge challenge. Their details influence an image in a huge way. I think well created, detailed clothes are half the success of any image.
In a close up view I don't advise using normal maps to create wrinkles – I don’t think it looks very good when we see the shadow of a gap without a fabric hill. My wrinkle technique is very simple. Most artists want to avoid triangular surfaces but I dare to state they are necessary for creating realistic looking clothes. I don't like clothes with surfaces that are too smooth and where the wrinkles are only made of normal maps, but that’s just my personal taste.
Of course, in some cases, I will also add tangent normal map textures to the materials of the cloth to enhance the wrinkle effect, but not in this case. My model technique is the following: I created - in this case - a simple female dress along the body surface. I then divided her cloth and jester king hat into different parts with different materials and I used multiple materials on each object. After that I unwrapped the parts of the clothes for creating UV maps. I didn't use only one huge baked/drawn texture map for the coat and hat. Instead of that I used small 512*512px, tileable, color and bump textures. I set their repeats to 25-30 and the map input to UV/flat. In this way it’s much easier to set the right size for the weave of the fabric and in a close view the weave is much clearer and will follow the wrinkles of the cloth, making it much more realistic.
The last step was to give a bit of shine to some of the fabrics, for example: edges. I did this with the integrated textures blend option; I selected sphere blend and set its map input to reflection - it uses reflection vectors as the coordinates of the texture - and the 2D projections to Z,Z,off (Fig.04). |