ZBrushCentral

Clothing: Full figure vs subtools

Good day!

I have a figure that I am sculpting and I was curious about what process would be good in regard to a standard pipeline.
Let me start with I will be sculpting the toon, then rigging it. Should I sculpt a full figure and then extract or other possible technique with edge loops, for the clothing or just sculpt the figure as she is with the clothing as if it were the body?

The character will be toonish, and less realistic, think Teen titan-ish look.

It is better to have a basic version of the body without clothing with the correct proportions and volume. Then you can use this as reference to add the clothing.

Thanks! Then do you delete the underlying geomesh as to decrease the poly count or is it kept for collision info for proper cloth deformation?

It depends what is the use of the final model. If you simply want some art I don’t think deleting the body will make any difference. If it is for games or animation you will need a establish pipeline with guidelines about number of polys etc that could force you to delete it.

lucas_marks_turnaround_by_rareraspberry-d3iqu51.jpg
(http://www.deviantart.com/art/Lucas-Marks-Turnaround-212883733)
fig.1: Lucas Marks turnaround from rareraspberry on deviant art.
Honestly,

I am unsure of the pipeline specific to this part, but what I do know is, I want to know what it would be for both game and film/animation for future knowledge.

This model in particular is for myself, fun and eventually my reel, so I’d like to properly represent the work flow. Knowledge is always important. I am going to rig the character as if it was going to be used in an animation. I realize there are differences in film and game, but I do want to understand both processes.

The character ideation sketch shows the toon covered entirely, including a mask under a hood, only the eyes and a shadow over the face other than the eyes sort of “glowing” through.

So, I know I do want, regardless of toonish or realistic, proper cloth deformation even in the cartoon world :).