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When I titled this post "New Concept in Clothing Design", I was referring to the concept of community input to design an outfit, not a new concept in clothing (ie a new fashion idea).
Actually, I was initially interested in designing a tight-fitting, rubberized bodysuit. Something with padded elbows and knees, chest, etc. However, after seeing so many suggestions here, and getting a real feeling of what a lot of people see lacking in spacewear, I am rethinking my original concepts. Yes, I will probably still design one of those body-huggers for myself (and make it available for others), but the result of this thread is going to be something different.
The bodysuit in my original post is just a starting off point. It doesn't even have to end up in the final design. Or, maybe it will be underwear as I joked early on. I am starting to see something reminiscent of the NASA flight suits, but with more pockets, loops for attaching things, maybe zippers or straps for adding and removing parts of the uniform.
It was mentioned that I might need to be more specific about the subgenre I was thinking about. Truthfully, I don't believe I did think about it at all. I just wanted a tight bodysuit that looked cool. But now that I have had time to consider it, I realize that there really are many, many different ways to go with this. I think about Firefly, where most of the clothing really did not look that different than our clothing today, with the exception being the military uniforms. Or Farscape, which had a wide variety of wardrobe, yet still not much different than current fashions.
Someone mentioned the original Star Wars movie from the 70's (I call it Star Wars I, but of course it's now IV or something). Luke Skywalker looked a bit like a pirate, clothing-wise, with his loose-fitting tunic and tight pants. Han Solo had yet another style with his vest, as did Boba Fet's armor, the Imperial Officers, and Obi Wan and his robes.
I really like the Star Trek uniforms, especially Next Gen and on, but they seem a bit plain for what I was going for. I definitely am NOT looking to do something a la Lost in Space, though those uniforms have their place in SciFi history.
So, to sum up, don't ask what I was going for. Nowhere in my 12 year history of digital art will you see a science fiction based render (except a space station I did for a ZBrush challenge way back in 2003). It's because I know little to nothing about the genre and have yet to be inspired by a specific outfit. Let's see all of the ideas and come up with something, or some things, that would make everyone happy. I'm going to spend a little time playing around with some of the ideas posted so far. I am making a list of all suggestions to keep it handy and weed out the duplicate ideas. Right now it looks like 500 suggestions, but which is probably more like 20 - 30.
Don't forget Babylon 5 for some inspiration. They had a very good array of sci fi uniforms.
I haven't watched this series yet, but I Googled it to get some idea of what you mean. Nice, slick uniforms.
With Star Trek kind of setting the standard for space-aged uniforms, you see so many variations on the same theme. It's like trying to reinvent the wheel. It would be so ironic if I ended up focusing my time on designing sci-fi based fashion, since I am a fan of sci-fi television, but not ever really thinking that way when I am doing artwork.
I get an empty page following that link, Agent. Helmets and face masks are a must, I agree. Would be interesting to make a morphing helmet that can be any/all of these. Something for me to think about, for sure.
Enclave scientist from the game Fallout 3.
http://images1.wikia.nocookie.net/__cb20120328150232/fallout/images/f/f4/Scientist_outfit.png
Something along those lines. but make sure the helmet ties in neatly with the suit.
And I've been searching for a hazmat-suit for a long time. something like this, btw.
http://www.ovencleanersouthampton.co.uk/images/hazard/biohazard_suit.jpg
Enclave scientist from the game Fallout 3.
http://images1.wikia.nocookie.net/__cb20120328150232/fallout/images/f/f4/Scientist_outfit.png
Something along those lines. but make sure the helmet ties in neatly with the suit.
And I've been searching for a hazmat-suit for a long time. something like this, btw.
http://www.ovencleanersouthampton.co.uk/images/hazard/biohazard_suit.jpg
That enclave scientist is very interesting. I like how the helmet attaches to the suit. As for the hazmat suit, that could very easily be a separate project, and not too difficult to achieve. I'll put that one on the "maybe" list.
That is really nice. I'd buy that if it had mat zones across the shoulders, like the Star Trek DS9 uniforms, and if it had different neckline options: boatneck like now, crew neck, turtle neck with notch out in the front.
I'm not a texture creator in any way, and considering that Shadowcaster aesthetics are completely different I doubt it will be suitable, but I thought what the costume of big space station maintenance engineer/technician could be.
This is an analogy of modern construction worker vest and as such is a budget variation.
Yay!
Nothing against rubberized bodysuits... but there are already a lot of bodysuits out there, and I know how to make displacement textures for them if I want parts of them to be bumpy. ;) On the other hand, realistic looking pockets, loops (or clip mesh), zippers, etc. would be a lot harder to fake with just textures.
those would be awesome mat zones
I really like this! You have touched on several thoughts that I was hoping to see. I am currently mapping out some material zones, and just saw the one from Tim about shoulder zones. Have to go back to the drawing board, because these are definitely important zones that I missed.
Your sketch is right along the lines of what I hoped for. That doesn't mean that others with looser fitting ideas are not welcome. I'm really thinking about at least two different suits at this point. Tight and Loose.
Thank you, Slosh and Tim :)
Nice one Kattey!
Here's what I came up with for myself. I went for a look that simulates multiple layers of fabric while maintaining basic shapes that could benefit from separate material zones which could be turned off. This is probably more of a tunic over pants, albeit both still being form-fitting.
I'm working on a Armored and padded look. May be a few days yet.
oro_snake, it looks very nice :)
But I have a question - do leg zones end on the side of the leg (that we can't see because there is no side view)?
Thanks! The trim detailing in the pants are continuous lines that go from front to back which I intended to be of decorative purpose only, not exactly zones to separate the inner and outer leg. :)
Ah, makes sense :)
My suggestion is to give him a back story like where is he from...and what he does. Back stories are a good way of adding detail and making it look original.
I have discovered a type of bodysuit that is almost untouched in the real world and otherwise. Currently working on getting the images put together and will send to you. Can not post here as the images themselves are copyright protected, however, I do believe I can put together an ensemble that can be used as a bodysuit, with some extra's.
I like this one, too! Very subtle color scheme, and I can see variations on that quite easily.
First, let me say bravo! Nice job, and nice to see someone else not only looking for sci fi clothes, but also for males.
Personally, Im doing a project that requires a fleet style uniform that is, well, UNIFORM for males and females. Most of the products out there are different for males vs females and that wont do. Im not a big fan of the kitchy style of TNA for this more serious endeavor of mine, and nothing out there seems to work.
Using, of all things, sam and sadie's ultrasuit, I made this. Problem is, its so warped on the body that any texture I apply for decoration is a smeared mess. And I, unlike you, am not yet adept at modelling clothes. If I had my druthers, which i so seldom have, I would ask for your suit to be official looking, but conservative, with non-ostentatious yet obvious rank insignia, and a more real-world style emblem, reminiscient of nasa's mission patches, and an ID badge.
My argument for such a thing? There's nothing like it in the store. Sure, there are many (mostly for females) highly specialized, uber futuristic, asymmetrical designs from the 29th and a half century!! ...But no one's going to wear that on a normal sort of future starship. I want them to look like competent professionals.
At any rate, if you design anything akin to this, god knows I'll buy it. I'd like to talk sometime too ;p
First, let me say bravo! Nice job, and nice to see someone else not only looking for sci fi clothes, but also for males.
Personally, Im doing a project that requires a fleet style uniform that is, well, UNIFORM for males and females. Most of the products out there are different for males vs females and that wont do. Im not a big fan of the kitchy style of TNA for this more serious endeavor of mine, and nothing out there seems to work.
Using, of all things, sam and sadie's ultrasuit, I made this. Problem is, its so warped on the body that any texture I apply for decoration is a smeared mess. And I, unlike you, am not yet adept at modelling clothes. If I had my druthers, which i so seldom have, I would ask for your suit to be official looking, but conservative, with non-ostentatious yet obvious rank insignia, and a more real-world style emblem, reminiscient of nasa's mission patches, and an ID badge.
My argument for such a thing? There's nothing like it in the store. Sure, there are many (mostly for females) highly specialized, uber futuristic, asymmetrical designs from the 29th and a half century!! ...But no one's going to wear that on a normal sort of future starship.
I believe that what you are looking for would be simple enough to come up with. Your render above reminds me of a very basic, Star Trek-like uniform. No splashy colors, just easy two-piece uniform with probably belt and boots/shoes.
I spent a long time last night playing with Kattey's design and came up with something based off of that, but in my DAZ render, I was still not happy and didn't want to post it because I don't want people to think that is the extent of my skill in modeling. It was "quick and dirty", although really not so quick ;-)
In doing so, I realized what I must do. The bodysuit in my original post will be included with the final product. It will have several zones, mostly suggested by JGreenlees, so that the user can use the bodysuit as a herosuit, bathing suit, tights, underwear, various shirts, whatever. Then I will build a more practical and versatile suit over this. It will most likely be at least two pieces, consisting of pants and a tunic or jacket, but will possibly be a jumpsuit with available tunic/jacket. We will see. I'm actually quite excited about getting to oro_snake's design later tonight.
Well, first, I'd accept your render as a WIP, I would never think that's all you can do as your stuff is pretty amazing. So there. ;p
Second, yes please! Versatility is key! That's why I like this ultrasuit for sadie and sam, because its a 1 piece suit that can, with 1 slider, become a slick looking 2 piece. It can become varying degrees of short sleeve, shorts and low collar too --but it presents problems in material zones that drive me mad. Like, there IS a collar area but if I want to select its material zone it also selects all other alternate collars going down the chest -so i can't just simply make a black turtle neck, for example. I could do it in a texture map but matching seams for collars drives me insensible.
And yes, Im looking for a SORT OF star trek look, but not with the hokeyness. I want professional, realistic, and respectable while still having futuristic and military. I want visible rank so people know who their superiors are, without color coding uniforms or having ridiculous epaulets or something. I want to take mine further but im hitting so many brickwalls :(
Speaking of brick walls....
Here is where I stand with the UnderSuit (working name). I have established 32 different material zones adding a lot of versatility for this particular bodysuit. The problem I am running into is that to map out the UV's, I have two choices:
1: Unibody mapping. This keeps all material zones attached to one another so that a tileable texture can be used and not show breaks in the material zones (see the pic with the camouflage). I think this is the best way to go, however...
2: Individual mapping for the various zones. This would allow more control over the textures. For example, if you wanted to paint stripes on a section, it would be easier if that section had independent mapping.
I suppose I could provide two UV sets, one unibody and one with independent zones. I am not entirely sure how to provide both in the same suit, the way Genesis allows you to choose the UV set you wish to use, depending on your texture. This is not a huge problem, I am sure someone will tell me how to do that.
To be honest, the independent zones would be a huge amount of work for me, and I don't look forward to it. However, I know that to sell a good product, you have to put in the work.
Remember, this is just the "Undersuit" which will go below any other uniform or suit that I design. I put in the effort of assigning the zones so that we can have a new bodysuit at our disposal that is not as complicated as the SuperSuit. Kind of a bonus to buying the final Sci-Fi Suit.
I would appreciate any feedback on the issue of the material zones. Should I have separate zones for left and right? I might be able to add other zones if they don't interfere too much with the ones that exist. I am also aware that I need to add wrinkles and seams, zippers and such. That will come later.
I vote for Unibody UVs and I honestly see no sense in Individual Mapping UVs in this case. To paint stripes I'd chose a material zone you already have and add stripes texture to this particular zone. Breaking zones from each other will serve no purpose for me because I'd have to carefully match one texture to another with texturing if I want a texture across different zones.
As for left and right sides, won't it be easier in that way simply add black and white opacity maps and matposes to quickly block left or right for all separate zones you have in mind?
P.S. Can you add more zones to lower legs? Two smaller zones to knees (in a such way that by selecting both we might have a kneepad - and have a elbow area for arms too) and one half-way down the shin for capri pants? I know you have men in mind, but if this is for Genesis...
I know it is an Undersuit but still, maybe it can be done?
I vote separate zones, but no need for left and right individual IMO. But definitely map the zones, as any additional versatility to the user is a selling point. Also make sure the seams and wrinkles etc are dialable -i.e. there only if the user wants them there. I can only speak for myself, but when I buy a product its one that I can use in myriad ways. if it isnt versatile, if I cant morph it, texture it etc into various looks and styles, Im not nearly as interested.
Im not sure if this is the direction you are going, but I suggest something that is sorely lacking in most items like this. if such a think is possible on the genesis supersuit, I dont see how.
If I, for example, make the collar transparent so that the suit now has a lower collar, or I make the sleeves transparent so its short sleeved, I want to be able to select the seam at the edge and shrink it slightly so the outfit doesnt look just cut off. Supersuit has scalable seams, which is great, but it seems, unless Im doing it wrong, you cna shrink ALL or none, not one specific one. This makes them all but useless unless you want 30 seams indented on the suit. If you just want the short sleeves not to look abruptly cut off, youre out of luck.
Oh and I beg of you, truly beg of you, to add a zone in that large chest zone that serves as a bustier top for females. the one on the supersuit is shaped horribly and is useless. I truly, truly beg you.
Speaking as someone who's done a fair amount of UV mapping (and remapping), I wouldn't recommend creating separate mat zone mapping that won't line up across seams. However, it is worthwhile to take some care with UV mapping the whole suit so it looks good with tiled textures.
If you decide to have more than one UV map, they can be loaded in DS and saved as presets, either separately or as part of a texture preset.
You could easily get the super-suit for Genesis and work out displacement-maps that corresponds to your original material zones you're working on. It would seem a waste of time to reinvent the wheel.
http://www.daz3d.com/genesis-supersuit
But if the suit you're working on is too divergent from the super-suit, then my post is superfluous.
Actually, the bright green area was my idea of capri pants, LOL. Shows how much I know about women's clothing. I will simply adjust the zone that is there. As for knees and elbows, that is definitely a can-do. As you mentioned, I did intend this mainly for the male characters, but I do want to make sure the ladies are covered, no pun intended. For that reason, after trying this on Victoria 5, I adjusted the chest area to go lower. Originally, it cut off the chest too high and the bottom of the breasts would not have been covered with the half shirt.
I am not sure what you mean about the left/right opacity maps, unless you mean for hiding one leg/arm and leaving the other visible. It may be more simple to just have separate zones. That way, you can have a red half and a blue half, for example. Of course, this would only work on the limbs.
1st, the seams idea is already foremost at my mind. All of the seams you see in the zoned picture are separate and will be individually morph-able. I completely agree about SuperSuit's seams. They do shrink separately, but you have to select them as such in the material panel. There are so many, and some are only one polygon, that it can get tedious. No offense to the designer, of course. I will probably ask for input on the naming conventions of the material zones and of the various trim/seams. This is, after all, meant to be the suit designed by the user, the suit you all want.
2nd, for the bustier top, although I did not really intend this to be feminine at all, I do want to make as many people happy as possible. Would it be difficult for you to color in an area on my render to show the shape you are looking for? Try to keep it contained within that large chest area (the olive green). I know there are no breasts there, but... wait...I will put a render identical but on Victoria 5. Then you can draw it on there. Check back in about 1/2 hour for that render.
Thanks for your input, and for showing an interest.
Ah, yes. That would be the way to do it. Thank-you. Right now, ZBrush made some good UV's for me and tiling textures look great, BUT they don't necessarily go vertical and horizontal, so textures don't look exactly well aligned. I'll post a render with an alphabet grid so you can see what I mean.