Expand your mesh the way you want, the vertices will snap to the surface now. In some cases they probably won’t, in that case select the specific vertex and press g and then left-click. Also, recalculate your normals, sometimes they face inwards.
Add a mirror-modifier and in case you get a strange result, don’t forget to apply the rotation & scale. In case your mesh meets in the center, tick clipping to remove overlapping vertices in the center.
Now you can add a subdivision surface-modifier for a more smooth (but higher poly) mesh. Add the shrinkwrap-modifier and choose the object you want your mesh to wrap around.
You can add a solidify-modifier now and choose a thickness you like. If you dislike the rounded look of the corners you could add supporting loops (orange edges), or change to position in the modifier stack.
In the tools-panel go to Edit and open the tab Bsurfaces. Under “Mesh of BSurface” pick your Retopo Object. You can also click on “Add Mirror and others…”. This will add all of the Modifiers we need in one step.
Now you should be able to see a mesh. In my current Blender version however, it only works if i draw parallel lines. In previous versions you were able to draw grids as well. In my case i will get an error message if i try it atm.
Thank you for this Manu, as I’ve never tried the BSurfaces add-on, and have not been happy with the regular shrinkwrap modifier any time I’ve used it. I’m definitely going to have to try this, though I’m still on 2.79, so the workflow will probably bw slightly different, but I’m going to bookmark this anyway.
You can also, go into edit mode. Select the vertices you need as clothing.
Press Shift+d to duplicate. Press enter to end action.
Press P to separate object.
Go out of edit mode, select new object. And edit mesh.
If you got a clean mesh, that is a totally valid method. However, if you did some sculpting and don’t plan on doing a retopology, it wouldn’t be so funny to switch into edit mode with a mesh over 1million vertices
And if the topology isn’t so great there would be a lot of clean up to do.
That’s true also, but now we got also the voxel re-mesher. Giving quads and poles.
Than with some modifiers (remesh, decimate) you got a simplified mesh.