This post serves as a technical breakdown of the garments and hard-surface assets for my latest digital human project, heavily inspired by the dark, elegant Victorian aesthetic of Lies of P. My primary goal for this aspect of the project was to achieve grounded realism through careful material study and accurate cloth simulation.
To see these assets fully assembled alongside the final likeness sculpt, groom, and full-body turntables, please check out the primary presentation here: https://www.artstation.com/artwork/lExKJ5
Base simulation in Marvelous Designer for accurate weight and tension. Brought into ZBrush to manually sculpt memory folds, wear points, and period-accurate tailoring details. Baked and textured in Substance 3D Painter. Focused heavily on a material study of cloth micro-weaves, subtle sheens, and weathered hard-surface metals. Rendered in Unreal Engine 5. Fine-tuned Roughness and Ambient Occlusion to push the tactile feel and depth of the fabric fibers.