Queen Amidala

I've always loved the costume design of the Star Wars prequels, the Throne Room Gown designed by Trisha Biggar and Ralph McQuarrie for a young Queen Amidala is so other-worldly and iconic.
For this project, I wanted to re-create this gown in 3D as well as sculpt a good Likeness of Natalie Portman.

I started in Maya, roughly modeling all the pieces of the Character. I've wanted to learn Marvelous Designer for a while now and thought this would be a good project to start off with. I probably should have started with a t-shirt or something smaller as this was a very steep learning curve, but I got there in the end. After I was happy with the simulation, I retopo'd, cleaned everything up and added some details in Zbrush.

For the likeness, I used the same process from my Obi-Wan tutorials. Using R3DSWrap to project the TexturingXYZ details onto a clean, UV'd mesh, adding my own sculpted details, as well as some face paint details.

I used a combination of Mari and Substance Designer for the texturing. Substance Designer is great for creating the lace and embroidery details as well as the fabric weaves.

Xgen was used to create all the hair and fur of the character, and I used Maya/Arnold to create the materials and renders.

https://www.instagram.com/adamocg/
https://www.patreon.com/Adamocg

Wonderful base mesh by Vincent Menier: https://www.artstation.com/vincentmenier/store

I'd like to come back to this model one day, I didn't spend too much time on the skin shader and hair because I knew they'd be hidden.

I'd like to come back to this model one day, I didn't spend too much time on the skin shader and hair because I knew they'd be hidden.

I split the shader into two material, one is a normal skin shader and the other a paint shader. I used a mask in a layer shader to apply the face paint onto the skin.

I split the shader into two material, one is a normal skin shader and the other a paint shader. I used a mask in a layer shader to apply the face paint onto the skin.

Xgen hair

I had to think about how this dress would be made in the real world. Because of the intricacy of the pattern, I first roughly modeled it in Maya to the body of my character, then UV unwrapped each piece to get an accurate pattern.

I had to think about how this dress would be made in the real world. Because of the intricacy of the pattern, I first roughly modeled it in Maya to the body of my character, then UV unwrapped each piece to get an accurate pattern.

Once the pattern was sewn, I made an animated blend shape from neutral to the pose I wanted, I simulated the dress to animation, made adjustments and then did a final high res simulation in the final pose.

Once the pattern was sewn, I made an animated blend shape from neutral to the pose I wanted, I simulated the dress to animation, made adjustments and then did a final high res simulation in the final pose.

Insane Substance Designer graph

Insane Substance Designer graph