Step 5: Bodysuit pads
To create the padded sections of bodysuit underneath the armor, use the Mask brush to mask off an area in the shape of the pads and invert the mask. Go to Deformation > Inflate and inflate the padded area. Use the Move brush to pull the edges over the mask slightly to create more of an overhang along the seams. Then use the DamStandard brush to create the inner seams. Increase the Lazy Mouse Radius to give more control over the stroke.
Step 6: Body suit folds
Add some simple folds to the body suit by using the Standard brush to block in the larger folds; try to keep in mind the tension on the material to help determine the directionality of the folds. Use the DamStandard brush to go over some of the folds to define them some more. Only add folds to the parts of the body suit that will be seen under the armor.
Step 7: Finalize, Decimate and Export
With the sculpting complete, do a final check of the model to make sure everything is correct and ready for the low polygon mesh creation. Next we'll need to export 2 versions of the high polygon mesh: one version with all of the detail to be used for texture baking and another version with less detail to be used for retopology.
Decimate the SubTools once again and combine any meshes needed to make it easier when retopologizing; for example, rather than having 4-5 SubTools that make up the torso armor, it will make things easier to combine the armor pieces into 1 mesh.
Finally, export the meshes ready for the retopology phase.
Pro tip: Extra details!
For this character I want to keep the armor fairly clean and any damage details I plan to do in the texturing phase. However, if you want to sculpt some scratch and damage detail, try using the Slash1 and MalletFast brushes which can be found in LightBox > Brush. These brushes are great for quickly adding damage details!
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