
1. Creating the Outfit
Step 1
Start Maya and open the file which was saved in the last part of the tutorial. Continue
with the last tutorial, duplicate body mesh, delete the head and neck faces.

Step 2
Double-click on mesh to select all faces then extrude face. From the polyExtrudeFace attribute, increase the number of Local Translate Z to add thickness.
Ensure it's not too thick otherwise the model will look bulky and fat. But also not
too thin as it should cover the body.

Step 3
Select
the edge loop then delete the faces.

Step 4
Double-click the inner part faces then delete. You only need the outer part to model the suits.

Step 5
Adjust the shape of centre of the breasts as they won’t be so obvious when wearing clothes.
Tip: use Quad Draw tool to relax the vertices, or select
the Vertices > Shift-Right Mouse Button > Average Vertices

Step 6
Follow the same step for hips.
Tip: You can select the Edges > Shift-Right Mouse
Button > Edit Edge Flow

Step 7
To
make the zip part, insert edge loop to the middle of the suits.

Step 8
Deselect
the front edges, then Shift-Delete the selected edges.

Step 9
Hold
Shift-Right Mouse > select Multi-Cut.

Step 10
Click
and drag on the vertices to draw wireframe. Then press Enter to insert.

Step 11
Select
the Vertex > Shift-Right Mouse > Merge Vertices > Target Weld Tool.

Step 12
Drag
and snap the vertex to the lower vertex.

Step 13
Try
not to have triangle faces in character modelling, snap the vertices to the
lower vertices.

Step 14
Select
the edge loop. Using Scale Tool (R), scale at the X-axis to straighten the edge.

Step 15
Using
Multi Cut Tool, draw wireframe like the image below to fix N-Gon.

Step 16
Select
the Faces > Extrude faces.

Step 17
Move the faces inwards.
If it intersect with body mesh, you can either adjust the
shape press B for soft selection, move forward until they are not intersected,
or simply delete the hidden body faces.

Step 18
Delete
the faces.

Step 19
Insert
edge loop as bevel.

Step 20
You
can search for some heels footprint as reference, Go to bottom view > View > Image Plane > Import Image.

Step 21
Choose
a reference image then place and scale to fit the feet size.

Step 22
Adjust
the shape of foot to high heels shape according to the image.

Step 23
Insert
an edge loop as bevel.

Step 24
Select
the faces as the heels.

Step 25
Extrude
faces and move downwards, then scale smaller.

Step 26
Insert
an edge loop and scale smaller.

Step 27
Insert
more edge loop to form the heels shape.Then we have done for the heels.

Step 28
Start to model the zipper. Create a cube. Scale it to flat cube shape.

Step 29
Extrude
one face and scale smaller.

Step 30
Extrude
again the face and move outwards.

Step 31
Insert
edge loops to create bevels.

Step 32
Duplicate
the Mesh > Scale X: -1 > move to lower position. Then select both Mesh
> Combine. Adjust the size to fit the suits’ zip size.

Step 33
Select
the suit's model, select the middle edges from the zip position.

Step 34
Modify
> Convert > Polygon Edges to Curve. You'll have a new curve same shape
with the selected edges.

Step 35
Select the Curve > Curves > Rebuild > change the number of spans to 20.
This
is to equalise the curves’ vertices distance. Display > NURBs > CVs to
display the curve’s vertices.

Step 36
Snap
the zip mesh to the top of the curve’s vertex, then rotate to parallel to the
angle.

Step 37
Change
the module from Modelling to Animation.

Step 38
Select the zip mesh then Curve > Constrain > Motion Paths > Attach to Motion Path option box.
Remember to freeze transformation before this
step.

Step 39
Change
the settings to the following image. Since the mesh rotation will be affected,
you'll need to complete the following steps.

Step 40
Select Zip model > highlight all translate and rotate attribute > right click
> break connection.

Step 41
At
the bottom, type delete MotionPath1 in MEL script box.

Step 42
Change the rotation number to a negative value. If the mesh’s rotation number initially is negative value, then change it to positive value.
Then freeze transformation and delete history.

Step 43
Repeat step 38-39. The rotation of the mesh is correct now. You can see the top of the curve has number 1, and the end has a number 120 (or the last number from the Time Slider at the bottom)

Step 44
Select
Zip mesh >Windows > Animation Editors > Graph Editor.

Step 45
Drag and select all the keys and click on Linear Tangents. Then close the Graph Editor window.

Step 46
Select
Zip mesh > Visualize > Create Animation Snapshot options.

Step 47
Change
time range to Time Slider. Click Apply. You'll have a new group that contains multiple mesh.

Step 48
By default, the number of increments is 1.0, but the meshes will intersect together.
Undo the previous step, increase the number and keep trying to get the correct number which your meshes would not be intersected.
Or decrease the number when the distance of each mesh is too far.

Tip
Do not delete the history of the zip after step 42 for the time being as it is required for the next tutorial.
You should always delete other
meshes’ history to keep it clean.
Conclusion
In the next tutorial, I'll be showing you the unwrapping the UV for zip model, and finishing the last part of modelling (outfit’s accessories).
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