New project based on the cool concept of Morten Solgaard Pedersen the "Tomb Guardian"
Here his portfolio
https://mortensolgaard.myportfolio.com/
https://www.artstation.com/mortensolgaard
My workflow was, create a proxy with crease edge in maya, then exported the ma to zbrush, dyna., project and then sculpt. I used the uv alpha/texture projection technique for all the pattern around the model.
I used the same proxy mesh as collider in Marvelous designer for the cloths then exported and tweked in zbrush.
I retopo all in maya and txt in substance painter, for the cloths I simulated a lower density mesh that I project on the higher, and then retopo the new one.
Rigged in maya.
The original idea was to use Ue physics cloth, but in the end I skinned all the fabric, since I wans't able to render correctly the physics, probably in the end I could reduce the amount of polys for the fabris.
The poly count is 110k tris, of which 40k is only for the cloths. Dind't use any trim/decal, I used 10 material element, eye included, not the best opt. xD
The high poly is rendered in unreal too.
I looped the shots in nuke.
Thank you