Deconstructing the Ghost Recon Character Workflow – The Pants

I really enjoyed Marvelous Designer during alternative techniques, so I decided to stick at it some more and do something more interesting than just a cloak.

My wonderful boss, John gave me a new female base mesh taken from LIDAR scan data, I was eager to test it out, and he wanted a female character for the game, so, I challenged myself to fully get to grips with Marvelous Designer, knowing that this would make me more adaptable as an organic modeller further down the line.

I watched some more videos from Lori Griffiths, and I was able to make some nice pants in the end. marv_pants

It took about 5 attempts to get the actual baked lowpoly right, though, but in the end, it turned out pretty good.

First Attempt:
Flat, unconvincing and plain.screenshot1081.png

 

2nd Attempt:

Smoother, and slightly more visually interesting, but unconvincing and problematic. screenshot1087.png

3rd Attempt:

While not as flat and still visually interesting, it was unconvincing and lacked detailsscreenshot1088.png

4th Attempt:

Looked much better, visually interesting and not flat, but was too straight and symmetrical. screenshot1114.png

Attempt 5:

Visually interesting while not being too straight and unconvincing with a good degree of visual fidelity, its one major problem being the high polygon count; roughly 7,000, but this shouldn’t be an issue with correct LOD handling and rigging.
Pants_v5.jpg

I’m starting to enjoy marvelous designer more now, and I can definitely see its benefits, hopefully i’ll continue to use it and extract more of its potential as I go.

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