I wanted to make a colorful character different than game archetypes like fighter or magician. I designed the costume with a lot of help from my spouse , who introduced me to Raks sharqi (I'm neither Egyptian nor a sharqi dancer).
Realtime render in Substance Painter.
Four texture sets - body, costume, head, and hair.
The images are using 4K textures & the sketchfab model uses 2K. I left enough UV padding so they could mip down to 512px without bleeding.
I watched an Arabic makeup tutorial and consulted with my spouse to try to understand the artistry of the face makeup for this dance. It was fun painting the face and it made me realize how much work goes into this in real life!
Alt + click-drag to rotate the lights & see the velvet shine! No custom shader - typical PBR albedo, metallic, roughness, normals. Masked in patches of "illegal" colors in normal map to emulate velvet fibers brushed different directions
These dance costumes are usually custom designed and hand-sewn, so I went with asymmetrical embroidery with stitching imperfections
Head - 6K tris
Hair - 3.3K tris
Beaded fringe - 7.5K tris
Everything else - 13.3K tris
I modeled the beads even though it's a lot of polys because the way the fringe moves is important for this dance, and geo animates better than alpha cards.
High-res sculpt in ZBrush. Good chance to practice anatomy. Shown with basic polypaint, not final materials. I made the belt and skirt high poly meshes in Maya. They're simple and similar to the realtime mesh