Preview of the topology and vertex colors of the hoodie.
My previous cel-shaded characters had hand-crafted topology, custom normals, and vertex colors for cel-shading, but only for the non-clothing elements. Previous attempts at clothing used standard normal-maps with some minimal custom normal work to make the clothes look smooth, but the results were not perfect.
This page shows my new way of tackling cel-shaded clothing, which is basically to apply the same techniques I used on characters’ faces to the clothes. I’ve gotten better at retopology over the last couple years, and these skills were key to getting the clothes right.
Shadowed areas around wrinkles are carved into the topology, and vertex colors are used to bias vertices toward shadows. This way, appealing wrinkles can be visible from any angle of sunlight.