Fig.07 - 08
show the completed anatomy work on the pose (all done without using symmetry). Modeling without symmetry is a very good way to develop and test your memory knowledge, because after consulting everything while you model on one side, you can try to replicate that on the other side without the reference (but always check at the end to see if something is missing!)
Now it was time to build the drapery. As you know, you must study a lot to accomplish a good draping effect, but when you master this technique you can take something rough (but simulated correctly) and then apply all these artistic aspects to that simulation to get another level of model (Fig.09
I had been looking at the drapery work of other artists a lot and what I've realized is that it is very noticeable when you just sculpt something (even if it's pretty much very realistic), because whether you want it or not, you end up with an artistic study point of view of the drapery. Otherwise, when you just simulate, it gets too loose and never reaches the objective. So the solution I found is to combine them, and in all my studies here the key point is just the topology. The topology is what changes the look and the capacity of your simulation (it is what I achieved in here by making some tests).
So I will explain the process of the simulation inside Maya. It can be achieved in any other software but, of course, the workflow will vary because each one has its own flow of thinking (Fig.10
First, I imported my scene (very simple). Then I scaled it to real size, so that gravity would work to realistic parameters and the other fields could be changed easily (Fig.11