Behind the Seams: The Journey of Clothing Creation in Sengoku Dynasty

[h3]REFERENCES + CONCEPT[/h3]
Every journey begins with a single step, and in our quest to create authentic clothing for Sengoku Dynasty, it starts with establishing an extensive reference board. This stage involves collecting an array of concept art, historical and cinematic references, photographs from museum exhibits, and tailoring patterns. Our priority here is to ensure a realistic and faithful representation of the historical context. We even learn how these clothes are worn as it is often a form of ritual, different from what we are used to in our culture. This step helps us make sure our clothes not only look real but also match the historical period.

[h3]HIGH-POLY SCULPTING [/h3]
Once we've simulated the cloth physics to give the garment its life-like folds, we delve into the sculpting of details on the high-poly model. The process involves smoothing the clothing, making shape adjustments in specific areas, and meticulously refining the folds by hand. If the result matches our vision, we further accentuate the model by adding signs of wear and tear, protruding threads, and memory folds - the distinctive creases that form from the regular use of the garment.





[h3]RETOPOLOGY (LOW-POLY MODEL)[/h3]
Post-sculpting, we transition into creating the low-poly mesh. Proper optimization of this mesh is key to ensuring fluid gameplay. The retopology is conducted manually, poly by poly, as we lay out vertices, edges, and polygons on top of the high-poly mesh. This meticulous approach allows for smooth deformation of the mesh when the clothes are animated. Once the low-poly model is complete, we unwrap the UV maps and generate maps to carry over all the meticulously sculpted details onto the model.

[h3]TEXTURING[/h3]
Now we're ready to breathe life into our models through texturing. Using the previously baked maps, we add fabric textures and patterns. The textures are then enriched with details indicative of everyday use, such as dirt, wear, and tear, and signs of usage. To enhance realism, we also hand-draw protruding threads and tears. It's worth noting that in ancient Japan, only the wealthiest could afford the elegance of silk garments, whereas the common folk donned attire made from linen and cotton.

[h3]FINAL TOUCHES[/h3]
Finally, our completed model takes the stage in the game engine. Here, we transform our prepared textures into materials and add appropriate shaders. These shaders work their magic, altering how light dances on the material. The outcome? A virtual piece of clothing that promises to immerse you into the heart of the Sengoku Dynasty.







