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File: arthur-gurin-astronauts.jpg (244 KB, 1920x1030)
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Hey,

let's say I want to animate an astronaut in a spacesuit.
The fabric is pretty stiff, would you

A) Sculpt the Suit, retopo it and then create blendshapes for all joints
B) Sculpt the organic character, model the suit and stitch it lets say marvellous designer to then cloth simulate it?

The character will be a hero asset in a 4 minute short.
Would the A) Approach produce enouth detail for wrinkles and stuff?
Is there a different workflow that I am not thinking about?
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>>612301
A, But with blended normals for folds. U could even simulate some arm poses and such to get normals to bake onto your mesh, and then blend base normal and wrinkle normal where needed.
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>>612353
Thanks my dude,
so the workflow would be

Sculpting -> Retopo -> Baking normals on Retopo/UV-Unwrap -> Texturing -> Modelling Blendshapes

Correct?
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>>612357
Sculpting -> Retopo -> Baking normals on Retopo/UV-Unwrap -> Texturing -> Modelling Blendshapes -> import animation of basic movements into Marvellous -> simming for wrinkles on poses -> bake wrinkled meshes on clothes -> rig blend normals -> die because this is very time consuming

That should be it!
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>>612371
Ugh sounds like a very error prone workflow... I guess it makes sense though. Thanks a lot for your help, I will def. research this and go from there. Nice to get some proper responses on this board! :)
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>>612386
Just make sure to use proper normal blending nodes and not just layered textures and you'll be fine! Thanks btw, i really hate the lack of substance on here.
>>
>>612301
i'd def use blender




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