View Full Version : Photo-real paper folding
DeepOmega 04-19-2010, 10:10 PM Hey, all,
I'm working on a project which requires as close to photo-real origami models as we can get. Some will have to fold up, but not all. For now I am experimenting with techniques to quickly get high-detail photo-real paper models. I'm particularly concerned with softening corners of thick folds, stacking up edges, and adding minor dents and creases throughout the large planar areas. Does anyone have any experience with this? Any advice to offer? I am working in Cinema 4D, but I have extensive modeling experience and any general techniques are welcome.
Thanks in advance!
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gregsandor
04-19-2010, 11:38 PM
You could animate a subtle displacement map to create that bulging and creasing when the paper folds, Start at something close to zero, and as the folding progresses, increase the amount of bulging or rounding of the folded edge. For the dents and creases use a static displacement map, or even an animated one that changes very slightly over the course of the movement.
I've attached an example for a simple square paper folded in half twice: starting with the black displacement map, as the first fold is made, add to it the horizonal map, then as the second fold is made add the vertical map to those.
What do you mean by "stacking up edges?"
seleneyue
05-04-2010, 05:03 AM
fold it IRL first, then you will see where all the vertices need to be. Use some kind of color map from the beginning, and color your RL paper the same way, so you won't get lost with all the stacked edges when folding. Use vertex groups if possible, so you'll have an easier time selecting things. I wouldn't stack the edges exactly, because you can't select vertices very easily then, but you should put them as close together as possible without overlap.
antonymuse
05-06-2010, 02:44 PM
hi guys,
I was involved with a similar project late last year and it posed tge question of wheter we were going to do the origami stuff manually or CG. I tried the morph modifier in 3ds Max although, as the models got complicated i got lost and finally we pursued the manuall way of doing everything by paper and hand and shooting the entire thing infront of blue screen and then finally compositing it using combustion.
The fact is, we are expecting a similar project soon. I have intermediate knowledge of modeling and 3DS MAX, but i am not able to follow how you could animate a displacement map and get the effect.
I would be grateful if you could post some sample video or image as to how to go about doing it. Like we have situations where we haqve to transition a model like an origami based electric grid tower into a jetplane!
thanks in advance. Looking forward to your reply.
thanks in advasnce
antonymuse
05-12-2010, 04:59 AM
hi, anyone there?
would really appreciate a reply on this.
happychopper
07-20-2010, 09:41 PM
Hey there, I did some fairly intricate origami folding sequences last year in 3dsmax for the UK's 2011 census ad campaign. The project had to be completed very quickly, 16 days total, transforming 5 objects and the method I used for the all intricate bits (flap folds) was vertex animation.
I gave myself 3 days of testing - starting with simple folds, making paper aeroplanes and things, then moving onto more complex shapes and realised that thorough planning is the only way to achieve successful transformations.
After getting used to having multiple layered animated verteces (editpoly) modifiers each to animate a single fold movement - which was buggy as hell - I'd start attempting the basic shapes and basically go through half a dozen versions from scratch developing the method, changing polygon topology.
In the end, Edit poly's vertex animation and Max's pro booleans became my friend
Here's some stills... http://happychopper.wordpress.com/2009/09/03/census-2011/
Good luck!
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