To be observed in the example sculpt:
Modeled to fit together as a set but the individual pieces also look good on their own and connect with
armor pieces from other sets.
Notice the waist area overlap. The top and bottom are broken up into 2 separate models, but the
layering between them has been made as subtle as possible and thickness of elements planned to create
a clean silhouette while allowing room for overlap.
Gloves and boots have been modeled on one side only, to be made symmetrical at the low poly stage.
Long sleeves and trouser legs have been modeled for the top and bottom, but left relatively low in
detail as we expect most players will be wearing them tucked into gloves and boots.
The skirted part on the bottom has a gap to allow cloth physics displacement during leg movement.
Elements on the bottom that will be using cloth physics have been grouped together so a single
physics mesh can deform all of them at once.
Sleeves have been modeled to have a gather at the long glove cutoff line, making it easy to create
tucks later.
The waist area of the bottom is fully modeled in a way that makes structural sense. It can be worn with
tops that don't overlap with bottoms and it won't look weird or unfinished. It also tapers inward to fit
closely to the actual waistline of the base body model.
Here, the design has called for a glove that extends quite far away from the body mesh. We still need
something for tops to sensibly tuck into, so we've added in a simple arm wrap mesh that sits just around
the arm. This lets us achieve the big silhouette we want for the armor set but we also keep the tucking
looking functional.
Since in-game body parts are replaced by armor pieces, we don't have to worry about mismatches as
shown below if it means we achieve the visuals we want. The boot will simply replace the foot mesh
and the clipping will not be an issue. Bear in mind that the shoe should still remain close to the
proportions of the foot.
Here, the neck area has a lot of visual interest in the simulated fabric folds. The sculpt also covers
enough that no body mesh parts need to be left visible in the lowpoly. For finishing the sculpt, the cloth
clipping through the chest strap buckle would be pushed in.