To bake this texture do not bake from multires and the type will be emission
Size to on margin to 10
Select your texture and mesh and hit bake
Last texture will be baked not to a file but to vertex color
Use an ambient occlusion node for this map instead of the geometry node
Connect to color ramp
Flip color node
Inside option
Change Distance to 0.2
Set color ramp to B-Spline
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Then Bake
Ready to start painting skin texture
Go to texture paint
Make a new material Skin_COLOR
Make it unique
Change source to generated
Take down the resolution if needed 2048
Set the Blend value to 10 in texture paint mode under options
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Turn on snap and change settings to help the process
Make Transfer pivot point to median point
if the new mesh is the same color as your head model change material
if you are in shaded mode and you do not see a difference you may need to change your viewpoint display settings.
Go to object properties down to viewpoint display options and check InFront
Add mirror and turn on clipping. You may need to move your vertices in the center out so they snap and do not overlap
If the mirror gets in you way as you add to your retypo you can shut it off by clicking the edit mode off
This will show it as gone in the edit mode but when you tab out of edit mode you can see the whole thing with mirror
Keep quads similar in size
Eye bag
Mouth bag
Keep quads similar in size
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After you make all your panels position them all around the body.
Body can be copied from the turso blend file
Search F2 addon and check it
Move pieces of hoodie around the human model
Collapse the simple bend modifier
Join the pieces together so you can bridge edge loops and hit x and delete only faces.
This will leave only edges to stitch the pieces together
Once you are down to the hood and chest piece save the file and make a new copy so you can flatten the modifiers
Go back to frame zero
Go into edit mode and subdivide to add additional detail to smooth the hoodie
This will make it nessacery to add in the additional edges for sewing
You also need to selected the Vertexes that were made by the subdivision that lie along the edges meant for sewing. You can selected these by going to select -> select similar -> Amount of adjacent faces
Then hit x and desolve them
When animating change the cloth to cotton and adjust the max sewing forces to 5 or higher
In collisions setting check the self collision check box
Change the preset at the top of the cloth Physics to denim
Change vertex mass to .3 to try and thicken up the hoodie sim
Now changing max sewing force to 10
Quality step from 12 to 10
Add a solidify modifier
Thickness 0.5 for example
Shrinking Factor 0.05
When it is stitching like you want you can go in after setting the timeline back to zero and slightly rotate the panels to introduce some a semitry
Convert the simulation cloth to shape keys
Go to the frame you like
In the cloth modifier we have to options to apply as a shape key in the drop down of the cloth modifer
Now in object data we now have a cloth shape key
To lay out UV’s take the opportunity to go back to the shape key basic with the panels layed out before the simulation to layout uvs
Select all and hit U then unwrap
Now merge the vertices in the sewing areas
Go to the basic shape key and select select -> select similar -> Amount of adjacent faces
Then go to the cloth shape key which will keep your selection
Now choose individual origins as the Transform pivot point
Hit S then 0
Hit the m key and merge by distance
Go to vertex group and make new called seams
Now some normals can be reversed so select all and hit shift+N
Go to vertex group and with seams highlited hit select so all edges are selected
And then bevel those edges with two segments
Hit control minus to reduce selection
Then scale in
The bevel again
Alt + S to push it out
Ctrl + to expand selection
Alt + S to put it out again (5;17 on Finalize Clothing Model video)
Re-enabel your two modifiers
Hoodie in Stadic renckles
1. Adding hoodie detail
Add multires modifier
Suggested to subdivide 3 times
Use the crease brush by using add to bring it up and the a subtractive to puts it down and the smooth both sides
Make some wrinkles coming of the seams. Be random and try to minize consistancy
Cut secondary seam parallel along the seam. Use lazy brush to keep it straight
Second do spaced out stitching patter by changing the stroke of the crease brush to 6%, Dash Ratio .4
Feel free to adjust the neck area with sculpting tools like move
And fake the thicknes of the hoodie opening by selecting the outer edge and moving it in then beveling the seam area and scaling in
Finish the detail around the hoodie to look more realistic
8. Textures
Place seams
Select the neck and make a releaf cut on the back of the neck
Select around the ear mark seam
Hit Shift + Cltrl + M to select the other side and mark seam
Or in the options check extend so you can select both sides and the mark seams
Cut ear up more to flatten it out in uvs
Cut head down the middle with the mouth bag, eye bags and inter nostral seams
Check with a uv texture
Bake textures
So to render the geometry texture you only need one sample
And make the tiles under performance at 4096x
Baking two utility textures
You will need to check the Bake from Multires since you have mutires modifier with detail attached to the model
Out put margin set to 10 pixels
Choose bake type as displacement
Under the modifer multires choose level viewport to the lowest zero and Render level to the highest level you have scultped to 6
To see your bake on your model view shading go to the viewport shading drop down and click the texture button under color
Save your texture save it as a BW 16 bit image
Selected the texture node, shift D to duplicate
Name it same name except B instead of A
Baking two more utility textures based around the pore detail
Duplicate the B texture node.
Hit the number next to the name to make it a unique texture
Call it Skin_Utility_Pores
Keep quads similar in size
Eye bag
Mouth bag
3. MultiRes
Make key
Reworking the notes…..
4. Detail through stamps
Create a custom brush
With the standard brush selected above the 3D viewport you will find a button next to the text SculptDraw. Clicking this you will find a dropdown that will hold multiple brushes as you make them.
To make a new brush make sure the standard brush is selected go to the Tools tab in the properties panel. Just like with materials, add material select the add brush under the picture of the brush in the properties -> tools tab.
Name your new brush
Scroll down to the texture expansion area in the tool tab and hit new
Name it
For mapping choose area plane
For stroke use Anchored
Go down to the Texture properties under properties
And under settings hit open and select all your stamp textures
You can repeat this method and add all your stamp brushes under the standard brush.
Select through the button at the top of the 3d view port next to the name of the current brush
Modifying the stamp’s alpha texture
5. Model Eyes
6. Modeling glasses
7. Making the hoodie
Drag image of clothing patter into the 3d view port from the file browser.
In the Data tab under Properties take the image opacity down so it is somewhat see through and scale it to fit the character.
Make a plane delete all but one point. Start extruding around the patterns to make the outline of the shape
To make the points consistent around one patch do the following
Make sure loop tools are turned on in the add-ons
You can Alt left click on one vertex and hit space to select all vertices
Right click -> Loop tools -> space
It works better if you do each side separately
Extrude in the edges to fill in the pattern use loop tools -> space when needed
Continue this all patches are made.
More adjustment will be needed to match the points between each piece of clothing where it stitches together.
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Type your paragraph h--CGCookie Human Tutorials
5/29/2025
1. Planes of the Head I
Blocking in key proportions
Start in default blender scene with default cube
Rename cube “Head sculpt”
Ctrl + 5 this will add a subdivision modifier to the cube with five levels
Apply subdivision surface
Tab into edit mode
F3 search for to sphere scroll left and right hit 1 on the numpad to make perfect sphere
He scales it to a fit the square grid better. I am not going to do that
Sculpted mode use annotate tool hot “T”
Change reference to surface.
Go to front view, draw vertical and horizontal straight line through the middle of the sphere.
Make a straight line by clicking and holding the annotation button and choosing Annotation line
On the vertical from the middle to the edge split the line equally two more time with tick lines and the line closes to the outer edge make a line from top to bottom vertically that crosses through that tick mark
Change to the box select tool and drag a box around the out side edge in to that line you drew closest to the outer edge
Make sure you have symmetry on
Ctrl+I to invert
Scale the sides flat
Select pivot tool
Go to Sculpt -> Set Pivot -> unmask
Then scale it flat and move it back in to the edge of the mask
Hit 3 on the numpad
Draw a box on the left bottom side from the edge middle left side to the middle bottom side
Then draw a box directly below the first the same size
Divide the lower box by two equal parts with ticks
Then select the grab brush
Drag to lower left side of the sphere to fill the upper box
Then select the left lower quadrant of the mesh with the mask box
Ctrl + I to invert
Choose the grab brush again make it large and drag the whole unmasked area down to the first tick of the bottom square
And more and more measuring and cutting and moving.
Or you could just sculpt something cool by eye
2. Retopo
Make a plane delete all but one vertex
Turn on snap and change settings to help
ere.
Set source to generated
add a geometry node
and add pointiness to the viewer node
connected to a viewer node
if you have no viewer node enable node wrangler then shift +Ctrl left click the texture
if you are using a higher version of Blender like 4.1 you won’t have a viewer node the texture will go straight into the Material output
if you still need a viewer node add an emission shader and rename it viewer
then go to render mode set your samples in you multires to six
add a color ramp between the geometry node and the viewer
set the ramp to ease and drag up the black and down the white
This will stay an Emission bake type but instead of the Target to texture we will change it to Vertex Colors
you need to add a vertex color under Data
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