In this tutorial I will show you how to model Greek-style clothing in Blender.
Tunic
I will be using a low-poly base model that I downloaded from Sketchfab as a reference – link is in the description
I will begin by making the tunic
I add a plane and rotate it around the X-Axis by 90-degrees
In edit mode, I move the plane in front of the human
I scale it along the Z-Axis so it is just above his shoulders and stops just below his knees
I also scale it along the X-Axis until it is almost at the elbows
I add a vertical loop cut in the center and delete one-half of the plane
I then add a mirror modifier – making sure to activate clipping so the center vertices will not rip apart
In object mode, I use CTRL + A and apply all the transforms
In edit mode, I right-click on the plane and subdivide it using 36 cuts
In wireframe mode, I select the outer faces that I will be deleting to form the tunic
I can then delete the selected faces
I then select the entire plane and extrude it back along the Y-Axis
I select the top faces that surround the neck area and delete the faces [6]
I select the end faces that make up the sleeves and delete the faces
I also delete the very bottom faces
I can now select the remaining faces and delete only the faces
Under the physics tab, I add cloth physics to the plane
I select the cotton preset
I change the quality steps to 10
Under the shape panel, I activate “sewing” – increasing the max sewing factor to 15 and the shrinking factor to 0.1
Under collisions, I increase the quality to 10
For object collisions, I set the distance to 0.01
I also activate self-collision and change the distance to 0.01
In object mode, I select the human and add a collision
I change the damping to 0.01 and the friction to 15
I also disable “single sided” and activate override normals
I apply the mirror modifier
I then use the timeline to sew the tunic – stopping the animation when the sewing is complete
I then apply the cloth modifier
In edit mode, I delete one-half of the faces and add a mirror modifier with clipping enabled
I merge any vertices as needed to close the gaps and move the geometry as need to make the tunic appear more realistic
I Right-click on the tunic and choose “shade auto smooth”
I also add a subdivision surface modifier by using CTRL + 4
I add a solidify modifier with even thickness
Cloak
I will now add a cloak to the model
I add a plane and rotate it around the X-Axis by 90-degrees
In edit mode, I move the plane behind the human
I scale it along the Z-Axis so it is just above his shoulders and about mid-calf
In object mode, I use CTRL + A and apply all the transforms
In edit mode, I right-click on the plane and subdivide it using 24 cuts
I select the top five vertices on each side of the cloak and extrude them along the Y-Axis until they are about mid-shoulder
I then select the extruded faces and subdivide them
I select the first two rows of vertices and under the object data properties tab, I assign a vertex group to the selected vertices
Under the physics tab, I add a cloth modifier and under the shape panel, I add the vertex group to the pin group
I select the cotton preset
I change the quality steps to 10
Under collisions, I increase the quality to 10
For object collisions, I set the distance to 0.01
I also activate self-collision and change the distance to 0.01
In object mode, I select the tunic and add a collision
I change the damping to 0.01 and the friction to 15
I also disable “single sided” and activate override normals
I then use the timeline to form the cloak – stopping the animation when the cloth physics is complete
I then apply the cloth modifier
I Right-click on the tunic and choose “shade auto smooth”
I add a solidify modifier
I move the cloak into position
In edit mode, I change the pivot point to individual origins
I select the faces where the cloak meets the tunic and scale them along the X-Axis
I add a circle to the area where the cloak and tunic would meet
In edit mode, I rotate and scale the fibula to match the shoulder
I will then inset and use a bevel to stylize the fibula
In object mode, I shade the fibula smooth and set its origin to the 3D cursor
I then add a mirror modifier and apply it
I make any necessary adjustments
Materials
I will add some very simple color for the materials
I will use a slightly off-white for the main color
I also use a blue to some trim
For the fibula, I will use a gold metallic color