Hi simon,
more expense, but more experience too.
1. I will try to explain my workflow: 1st. I'm moddeling an helix with an low polycount.
2. In the second step I add an "Cloth"-Tag to the model an set the properties for the simulation (forces for: gravity, wind xyz, turbulence and so on)
I play the animation forward and stop it when the cloth have nice wrinkles surface.
3. Convert the model to an polygon object and export it as an obj.
4. Import to ZBrush: Import and deform the low mesh with the move brushes (an alpha for more folds)
5. Subdevide the model and paint more details
thats it :)
Regards,
Jörg

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