For my tablecloth i dropped a plane onto the shape of my table. I used garment maker which i now regret, because of the triangles. I had to select so many edges and delete them to get the right topology, but i learned from my mistake. It's so much easier to have a lattice of edgeloops you can select and delete, so i've done that since.
After retopologising one corner, i just flipped it for the sake of my sanity. I extruded the lower edges, mulit sub objected them and aded a really small, tiling frilly little lace alpha. I set the texture to onebitalpha compression, so the memory footprint is only 3.39kb, for a 64x64 texture.
For my curtains I followed a tutorial. I had a plane with lots of edgeloops, then used boxes as control points to scrunch the mesh when cloth modifier was simulating. I originally planned to use render to texture to get the diffuse to bake onto my low poly, hence why i put the pattern onto my high mesh. But, because of the curvy edges defining the shape at the bottom of the curtain, i decided to use tris more than textures to sell this asset.
The material just uses a tiling 128 diff for the pattern, with spec controlled in the mat editor. I also unwrapped a loop of faces at the top, arranged them into a seperate uv channel, and applied a 32x32 normal to make it look like its scrunched where it connects to the pole on the other side.
No comments:
Post a Comment