How to model Greek-style clothing | Blender 3.4

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

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