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For modeling some of the soft costume elements I started with a simple mesh in Max, a box or a plane or something, then exported to ZBrush and subdivided and sculpted to get the basic shape right. I exported back to Max and then used the graphite modelling tools available in Max 2010 to retopologise the mesh with a proper edge flow. The main method I used was to create a single poly and use the extend tool to trace around the contours of the sculpt. To create straps, I traced strips of polys, added a shell modifier and then added supporting edges in an edit poly modifier to ensure proper smoothing.

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