View Full Version : Intersecting Geometry in Animation
joeyarkenstat02 07-09-2009, 07:03 PM Hey all,
I am in the modeling process of a character I plan to animate. The character is an older man, and I have some pretty serious wrinkles happening in his face. The only way I can achieve the wrinkles I want on my smoothed model, is to intersect some of the faces while it is unsmoothed. (Then when I smooth it the are just hugging each other, not intersecting).
Has anyone had any experience with this while animating? Should I collapse my modifier stack to have the smoothed model be absolute?
For reference i am using 3DS Max 2010 w VRay.
Thanks.
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I think it could bring you troubles during skinning process, but otherwise you should be fine.
I`m not sure how skinnin works in Max, but just in case keep your UVs clean, without intersecting.
Smoothing should be turned on during rendering process only, because high polycount in your viewport won`t allow you to animate... smoothly ;)
ydiaz
07-10-2009, 08:16 AM
I agree with Drug, you could potentially run into problems while skinning, at the very leasy it's going to be tedious to manually grab vertices that are behind faces and such. Have you tested other non-geometry solutions such as Displacement or Normal mapping?
As for collapsing the stack I would recommend against it, having a dense skinned mesh while animating can be a pain, although you could use a proxy mesh while animating and playblast with the dense one.
Good luck!
Y
joeyarkenstat02
07-12-2009, 05:48 PM
thanks for the replies.
i haven't tried normal maps or displace maps.
i don't really know zbrush, and i think i would do more harm then good.
i guess i will jsut have to take some extra time with my skinning and texturing for the time being.
thanks again.
Ali87
07-16-2009, 03:44 PM
Ok in order to rig a character with so many messed up geometry such as ur old guy here I d suggest u make a lighter version of the same model say like the same old man without wrinkles then using the skin wrap modifier u can make this lighter model act as a controling rig for the heavier model so u can animate while seeing ur model and it ll be alot easier than dealing with so much polys if fully smoothed while animating ...keep up the good work
I hope um not too late :D
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