Modeling and retopologizing a jacket – Part 1: Shrink wrapping a sleeve and torso

In our “Modeling a head with proper topology”
tutorial series, we built a zombie head from reference images
while adhering to proper modeling practices. The principles of modeling through extrusions, maintaining quad-based topology and consistent
edge flow, and so forth haven’t changed, so if you aren’t familiar with them you should
review part 1 of that series before starting this one. In this series, we’ll use the same principles to first
create then retopologize a jacket for our detective
character. Make sure to set the current project to the
provided scene folder, then open the file “01-
Jacket_modeling_part1_start.mb”. This file contains the Emma character used in our
“Creating a Character Rig” series, but dressed for work in the police force. However her ensemble isn’t complete without the
traditional “TV detective bomber jacket.” We’ll create this as a separate mesh rather than
merging it with her character geometry. This will give us the option to take it off or swap it
with other jackets if need be. We’ve also included a finished version of the
jacket in Template mode in the “jacket_LYR”. Turn on the visibility of this layer if you find yourself in need of a topology
reference at any time We could model this jacket using 2D image
references like the head we modeled in the other tutorial, but since we already know the basic shape of
the jacket will follow the existing character mesh we can actually proceed without those
references. Let’s start with the sleeves. Go to Create>Polygon Primitives>Cylinder
[Options]. Set Axis, Height, and Cap divisions to 10, 15, and
0, respectively, and Axis to X, then click Create. Use the Move Tool to translate the newly created
cylinder up to Emma’s left arm, then use the Scale Tool to scale it so it
encompasses the arm from shoulder to wrist. As you’ve likely guessed, this cylinder will
become our sleeve, though right now it’s much too large. You could try scaling each edge loop down
manually to form a correct sleeve shape, but instead let’s use our existing Emma mesh to
help us with that. Start by deleting the end caps on both sides of
the cylinder. Next, select the cylinder, then Shift + select the
Emma mesh. Go to the Animation Menu Set, then go to Anim Deform>Open Full Deform Menu. From this menu, select ShrinkWrap [Options]. The shrink wrap deformer allows you to scale
down one object’s components until it conforms to the shape of another object
within it. In this case, we’ll use it to shrink down the size
of the sleeve to the arm. Set Projection to Vertex Normals to have each
vertex of our sleeve move inwards toward the arm along their
individual normals. Also increase Target Inflation to 1. This will ensure there’s some space between the
resulting sleeve and arm. Maya shrinks the sleeve’s components down all
at once to fit the arm’s shape. However, notice it’s not perfect, particularly around the shoulder where some
vertices are out of formation. Because the sleeve and Emma mesh are now
connected by a shrink wrap deformer node, you can actually fix that by scaling or moving the
sleeve over, updating its geometry in realtime. Notice how the deformer even takes precedent
over component level transformations. If this isn’t the behavior you want, you can either
delete the sleeve’s history to remove the connection to the deformer node, or you can right-click and go to Inputs>All Inputs, then middle-drag the shrinkwrap input under the
tweak input. This changes the order which Maya evaluates
them giving precedence to the component tweaks. Turn on Wireframe on Shaded to help with sizing
relative to the Emma mesh’s topology. Now take a moment to straighten the shape a
little. When you’re done, select the sleeve and Shift +
right-click, then go to Soften/Harden Edge>Soften Edge to
give the sleeve a smooth look. Let’s repeat this workflow to shape another
cylinder to the torso’s geometry. Create another polygon cylinder. This time, set
Axis divisons to 24 and Height divisions to 6, and set its axis along Y. Position it around Emma’s waist and chest, and
delete its end caps. Like before, select the cylinder then Shift + select
Emma’s body geometry. Create another shrink wrap deformer. You’ll notice that the inflation value of 1, carried
over from our previous shrink wrap, is a little too close to the body. We’re getting some clipping polygons here. In the Channel Box you can fix this by adjusting
the shrinkWrap deformer’s attributes. Set Target Inflation to 1.5 to fix the clipping. Our cylinder now properly wraps around Emma’s
torso like a tube top. Unfortunately, this shrink wrapping method won’t
really work with the shoulder and collar regions, as these
areas are fairly intricate. In the next movie, we’ll build this part of the mesh
using the Modeling Toolkit’s Quad Draw tool.

11 thoughts on “Modeling and retopologizing a jacket – Part 1: Shrink wrapping a sleeve and torso

  1. I was literally trying to do this today. I manually had to adjust with soft select. I don't think Maya 2014 has it….?

  2. i liked shrinkwrap when it was a button in the toolkit with the target mesh a Live target. could have selected parts of the mesh like face or vertices giving you more control. here it has to be the entire mesh.

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