I couldn't make anything more interesting unfortunately for his clothes... the older version has more detailed clothes, but they couldn't simulate exactly well. I could have used a wrap deformer and have a clean cloth-mesh drive the unclean render-mesh, but there were some problems, I didn't like the results... I won't get in any detail, just, let's say I preferred building my own clothes (what you see here is the smooth, more detailed version, built on top of the simulation mesh, which is simpler and totally even, all quads). The clothes will look more interesting when deformed though ;)
Also... it took me a great deal of effort to decide what kind of cloth simulation, and general character setup... logistic... I will use. It's still not decided yet, but I think I'm going for a little less cheat, and more for-real setup, meaning I have an actual body beneath the clothes, that the cloth will collide with. But I'll also use inputMeshAttract in nCloth to drive some of the cloth with the underlying smooth-skinned cloth geometry, for a more stable and predictable cloth simulation. Just like with Wolfy, the idea is again, as much as possible, to have a solid setup that just works... in pretty much any situation, so I don't have to tweak (much) the cloth simulation.
The head and body are one object, but I've extracted the face, duplicated it, kept the duplicate and add it as a blendshape to the extracted face, and then combined back the extracted face with the rest of the body. So when I deform the duplicate, its deformations are sent to the full body geometry :D Simple... and I hope it won't create problems down the road; I've done tests and it seems like it works great...
One thing with the new and slightly different proportions of Cooper is... he looks more like a kid now, which is not what I want. He should only have a "comme des garcons" look with those pants :D I shouldn't have rendered those large glasses again... eh, I'm too lazy to start Maya and render right now and then redraw the hair - but this is a quick and dirrrrrty drawing on top of the geometry, hihihi... twisted, huh?
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About me
I'm a character animator, visual artist, game dev, and music composer. I like to doodle, write, experiment, and plan my next big thing. I love tech that inspires and enables art. I have a formal background in music composition. And I like to walk around the world and see things up close. Archives
September 2021
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