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One piece swimsuit - mesh workflow

I thought it would be fun to give myself a one day challenge to create a basic - but accurate one piece swimsuit. Setting limits helps to hone skills and drive personal development.

 

Rules:

Create a simple one piece swimsuit fitted to Meshbody Legacy Female (other bodies can be fit later on).

No fabric simulation tools or anything beyond basic polygon modeling toolset.

 

Yes - Maya poly modeling toolset (faces, edges, vertices, extrusion, symmetrical editing, soft selection)

 

No - Marvellous Designer or any other similar tool.

 

Starting with a simple 16 division cylinder, I used edge extrusion to build up the basic mesh shape and manual vertice movement to refine the garment step by step. Early versions are blocky and ugly - this is what building mesh models is. It's ugly, but raw and I love it.

 

Slowly adding detail, I flipped the legacy body on and off to check I was following the body dimensions and curvature and also refined the cut of the garment. I didn't have a plan for this, it was purely seeing what looked good and working from there.

 

You'll notice on the 8th picture I switched to a smooth display - this gives me an idea of how things are looking once I do some subdivision. I refined the topography here as the topography defines how the mesh will deform, flow and ultimately move once you rig it. Topography is an organic thing, once you get into that headspace, it flows.

 

Once I was happy with the shape and fit of the garment, I subdivided to give me more detail to work with when adding the piping details around the edges of the garment. Once this was done, I unfolded the UVs and did some manual refinement so that textures applied would be even and logical.

 

And that's it for this part of the model! roughly 70 incremental filesaves over the space of about 10 hours to get to this stage. I've taken random snaps along the way so's not to bore you too much :)

 

Next, into Substance Painter to do texture work, stitching, seams, design prints and all that nice stuff. Once I'm happy with the textures, I'll go back into Maya and optimise the mesh - it's far too detailed and there is a lot of scope for face reduction. Then rigging and in-world testing after that!

 

See you in the next update!

 

 

 

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Uploaded on July 2, 2025