Working on a utility vest for a character and I’m trying to lock down my pipeline for the fabric detail before I go further. The screenshot shows the current state of the weave in ZBrush at high subdivision, with the pocket stitching and the seam lines. How I do it right now: I sculpt the fabric displacement directly in ZBrush, using a mix of alphas and manual cleanup around the seams, pockets and folds. Then I bake it down to a normal/displacement map on the low-poly mesh. The upside is that the weave follows the folds and the stretch of the garment, so it looks natural around the chest and the pocket flaps. The downsides are a heavy scene, long project times, and the weave scale drifting between pieces (the vest, the sleeves and the pockets don’t always match). What I’m considering: Doing the fabric detail in Substance Painter with tileable height maps and alphas instead, and keeping only the large forms and wrinkles in ZBrush. That would keep the scale consistent and make it easy to change later, but I worry it will look flat and “stamped” without the stretching and compression you get from sculpting. What I’d like to know: Do you sculpt the fabric weave in ZBrush and bake it, or do it in Substance Painter? If you do both, where do you split it? For example, wrinkles in ZBrush and the micro-weave in Painter? How do you keep weave scale consistent across different garment pieces? How do you handle UV stretch and seams with tileable fabric maps? For game characters, do you bake displacement to normal maps only, or keep real displacement or tessellation? Would love to hear your pipelines, and any workflow videos or breakdowns are welcome too. Thanks!   submitted by   /u/Gagik-3DArtist [link]   [comments]