3D Artist & Fashion Designer

Hello, my name is Mukti. I am a Parsons trained designer and 3D artist based out of New York, NY with a passion for Haute Couture, French laces, handwoven textiles, and fine beading. I am most inspired by nature and other artists from all walks of life and consider myself lucky to do what I love.

See my 3D workflow below ↓


Garment Modeling in clo 3d

I constructed the skirt yoke using the 3D Pen (Avatar) tool, cleaned up the lines, and added ease to the pattern pieces. I then patterned a half circle skirt to attach to it and evened out the hemline with the help of the Circumference Measurement Tool. I layered the skirt over a blouse created using the Modular Configurator. 

I also imported a .obj sphere from Blender and simulated a rounded rectangle pattern piece over to us as a fabric display mesh for my material.


Software used for this stage: CLO 3D


MATERIAL CREATION IN SUBSTANCE DESIGNER

I created this procedural material using Adobe Substance Designer, utilizing a node-based system. The material consists of separate wefts for each color, with customized blend and metallicity values. To create the design, I sourced a floral pattern from Creative Market and used Adobe Illustrator to reduce the number of print colors. With Photoshop, I recolored the design using the indexed color mode and separated each color into individual layers. For further control over the material in software like Substance Painter, I exposed the parameters of each color group by adding an HSL node. Additionally, I provided inputs for metallic intensity and base weft intensity. 

Software used for this stage: Adobe Illustrator, Adobe Photoshop, and Adobe Substance Designer


TEXTURING IN SUBSTANCE PAINTER

In preparation of utilizing the UDIM workflow in Substance Painter, I set up UV tiles in CLO and exported the normal maps for puckering details. I also assigned each portion of the garment its own color, and exported the diffuse channel to use as ID maps in Painter. I then saved both thin and thick .obj versions of my look from CLO. I used the thin version in Painter and the thick version in subsequent steps.

In painter, I applied to the skirt the procedural material I made in Designer, and adjusted some of the exposed parameters. I textured the blouse using the silk charmeuse normal map provided in the CLO library and added some subtle wrinkle details using the Shrinkwrap Generator. I also added some thickness to the waistband of the skirt using the UV Border Distance Generator.

Software used for this stage: Adobe Substance Painter


Shading in Blender

I exported the PBR textures from Painter along with the A.O. and Curvature mesh maps to use with Blender’s principle BSDF node in the shader editor.

After the basic node set up on the thick version of my final look, I adjusted the displacement and normal intensities to remove unwanted artifacts, increased the shadow depths using the A.O. and Curvature nodes, decreased the roughness on the blouse, and made subtle adjustments to the saturation and values with an HSL node. 

Software used for this stage: Blender 3.5


Lighting & rendering in Blender

To create my final render, I imported and recolored my avatar from CLO, and added two planes as a backdrop and made a simple 3-point lighting setup to use along with an imported HDRI. I added depth of field to my camera using an empty as a focus point and rendered the images in various views.

Software used for this stage: Blender 3.5