ZBrush

How to Make Clothes in ZBrush

Creating clothing in ZBrush can be an essential skill for any character artist or designer. This guide will walk you through the process step by step, enabling you to create detailed and realistic garments for your 3D models.

Preparing the Base Model

Before diving into garment creation, it’s crucial to have a well-defined base mesh. Start by sculpting or importing a character model that you’ll be dressing. This model should have a clean topology and be in a neutral pose to facilitate clothing simulation.

  1. Sculpt the Base Model: Make sure your character’s anatomy is complete and all details are added. This will determine how the clothing interacts with the body.

  2. Set Your Character Pose: The pose can significantly impact how the clothes fit. A T-pose is common, but consider a slightly relaxed pose for more natural clothing dynamics.

Extracting Clothing from the Base Model

Once your base model is ready, you can start to generate the clothing.

  1. Select the Base Mesh: Choose the part of the model where you want to create clothing, such as the torso for a shirt.

  2. Use the Extract Feature: Navigate to the Subtool menu, select your base mesh, and use the Extract option. Set the thickness for the clothing layer. A range of 0.1 to 0.3 works well, depending on the garment style.

  3. Add Polygroups: After extraction, assign polygroups to different parts of the clothing. This will help you manipulate and detail different sections separately.

Shaping the Garment

With the base garment created, it’s time to refine the shape.

  1. Sculpting: Use various sculpting brushes to adjust the overall shape and contours of the clothing. The Move, Standard, and Inflate brushes are particularly useful for this step.

  2. Adding Folds and Creases: Introduce natural-looking folds by using the Slash 2, Cloth Tool, and Trim Dynamic brushes. Focus on areas where fabric naturally gathers, like the elbows or waist.

  3. Refining Silhouette: Regularly rotate the garment around the model to ensure the silhouette looks good from all angles. Adjust as needed for balance and realism.

Detailing the Garments

The finer details can make your clothing stand out.

  1. Stitching and Textures: Use the Insert Mesh tool for creating stitches or seams. You can also apply textures using alpha maps to mimic fabric patterns.

  2. Add Accessories: Incorporate belts, pockets, or other accessories that complement your garment. These can be created as separate subtools and appended to the main clothing mesh.

  3. Polish with Subdivision: Improve the garment’s surface quality by applying subdivision. Make sure to check for any artifacts that may arise during this process.

Finalizing the Clothing

With the details in place, it’s time to finalize your clothing piece.

  1. Retopology (if necessary): If your cloth model is too dense, consider retopologizing to create a cleaner, more manageable mesh, particularly for game asset creation.

  2. Prepare for Texturing: Unwrap your garment’s UVs, if you plan on applying textures later. This involves laying out your mesh in a straightened manner for optimal texture mapping.

  3. Lighting and Presentation: Adjust the light settings in ZBrush to present your clothing in the best possible way. This can help you identify any areas that need further refinement.

FAQ

What tools are best for detailing clothing in ZBrush?
Popular tools include the Move, Standard, and Trim Dynamic brushes for shaping. For detailing like stitching, the Insert Mesh tool can be very effective.

Can ZBrush handle simulation of cloth physics?
ZBrush primarily focuses on sculpting. However, clothing simulation isn’t fully featured. For dynamic simulations, consider exporting your model to software like Marvelous Designer or Blender.

Is it essential to unwrap UVs for clothing in ZBrush?
If you plan to texture your clothing, unwrapping UVs is essential to ensure your textures apply correctly. Without proper UVs, textures can stretch or appear misaligned.

About the author

Wei Zhang

Wei Zhang

Wei Zhang is a renowned figure in the CAD (Computer-Aided Design) industry in Canada, with over 30 years of experience spanning his native China and Canada. As the founder of a CAD training center, Wei has been instrumental in shaping the skills of hundreds of technicians and engineers in technical drawing and CAD software applications. He is a certified developer with Autodesk, demonstrating his deep expertise and commitment to staying at the forefront of CAD technology. Wei’s passion for education and technology has not only made him a respected educator but also a key player in advancing CAD methodologies in various engineering sectors. His contributions have significantly impacted the way CAD is taught and applied in the professional world, bridging the gap between traditional drafting techniques and modern digital solutions.