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Procedural cloth/armour

A little experiment with procedural workflow on cloth/armour meshes. I was focused on propagate pearl and jewelry details through a surface. Appart from that, all the mesh is created from a bust mesh, adapting the overall shape to the character.

Several combinations.

Top neck options and central detail combinations

Top neck options and central detail combinations

Side strap movement and carving options

Side strap movement and carving options

Details can be propagated along the base

Details can be propagated along the base

Base is calculated over a bust mesh. The rest of elements are created from here.

Base is calculated over a bust mesh. The rest of elements are created from here.

Some combinations

Some combinations