Hi everyone hope you are doing well .
This is a research and development project, that I made during my time in Third Kind Games, the principle focus of this research was to make a realistic game asset, develop a workflow for that, and I wanted to test my skill in marvelous design that I was exploring in my free time and ways to get a clean mesh from it, to make a faster workflow.
So I diced to make a Militar Bullet Prof Vest , for that in marvelous design, I imported a Male basemesh, and started to blockout the vest, i piked up the default Tshirt garment and started to refine it, until I was pleased with it (see marvelous image in the post to see garment).
After that I start to explore the retopo methods that I see in Laura Outgang and Flippednomals post´s ( the links for the tutorials are in the bottom of the text ) , and I used a bit of both.
With that the result was a subd mesh with uv, in substance, that streamlined the process. So for the Hipoly I clean the mesh a bit, sculped some memory wrinkles , and some Stitch folds with the standard brush with a alpha that I made in the past to make the borders of the vest and the bags.
When I finish the hipoly I exported the mesh in the lower subd level, only the base vest was exported in the level 2, I open in may and fixed the uv, for the parts that I exported from marvelous without depth, I name all the parts in the Low and High mesh , so marmoset identify as bake groups (images in the post to se bake setup).
After I made the 4k bakes in marmoset, I imported them to substance and started the texturing , and I made a quick Light studio in marmoset for lookdev and develop the look and focus in texturing, and making all the maps that I will need to make a more realistic ( I upload a Marmoset Viewer if you want to explore the model ) .
When I finish the Lookdev phase, the final part of this test arrives.
I open unreal, made a scene to use raytrace, and started to setup a studio for taking the final images of this assets I also made some light Rigs that open the possibility of rotating the light around the asset (images in the post to se Light setup).
With that done I started to config the main materials with the parameter that I need, next I make the materials instance that facilitate interaction to refining look of asset, and images (images in the post to material setup).
And after used the cine camera with some color grading and setup the focus.
Great thanks:
Laura from Outgang for the incredible Marvelous workflow cheat sheet and post
Artstaion https://www.artstation.com/lipstick
Post https://youtu.be/o_Q-N8CoyCU?si=7iBsDw4RFj-4B1oZ
Flippednormals https://youtu.be/VFAfqW0Zlqk?si=9QFMXZ4_005XOcj6
And of course TKG to let me use this project in my portfolio ( https://thirdkindgames.com/)