chayanvinayak
10-07-2010, 06:45 PM
http://vimeo.com/15520716
http://4.bp.blogspot.com/_EfdaIlpqxDA/TKLVScOGCpI/AAAAAAAAAfo/MYwFCTmZeXY/s1600/bhasmasura_07.jpg
http://vimeo.com/15520716
Here are all the Work in Progress Videos : http://chayanvinayak.blogspot.com/
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"If everything will be based on reference, Imagination would die one day"
I recently finished a Muscle-rig as my personal project. In this rig I have tried to use couple of techniques to achieve better looking muscle deformations. This rig is a combination of multiple volume preserving helper joints and joint driven blend-shapes.
Bhasmasura - is a character from Hindu Mythology which I modeled, reading the references from the scriptures. I studied muscle anatomy and sculpted the muscles on the model to give it a better muscle definition and more accurate muscle deformations. I have used multiple blend-shapes to define muscle flexing, almost each muscle set has its own blend-shape, there is a separate blend-shape for vein popping. Facial expressions are done by blend-shapes as well.Multiple sets of helper joints which are joint driven too, helps to preserve mesh volume and give accurate deformations. For the rendering part, I have applied Sub-surface scattering shader.
http://4.bp.blogspot.com/_EfdaIlpqxDA/TKLVScOGCpI/AAAAAAAAAfo/MYwFCTmZeXY/s1600/bhasmasura_07.jpg
http://vimeo.com/15520716
Here are all the Work in Progress Videos : http://chayanvinayak.blogspot.com/
-------------------------------------------------------------------------------------------
"If everything will be based on reference, Imagination would die one day"
I recently finished a Muscle-rig as my personal project. In this rig I have tried to use couple of techniques to achieve better looking muscle deformations. This rig is a combination of multiple volume preserving helper joints and joint driven blend-shapes.
Bhasmasura - is a character from Hindu Mythology which I modeled, reading the references from the scriptures. I studied muscle anatomy and sculpted the muscles on the model to give it a better muscle definition and more accurate muscle deformations. I have used multiple blend-shapes to define muscle flexing, almost each muscle set has its own blend-shape, there is a separate blend-shape for vein popping. Facial expressions are done by blend-shapes as well.Multiple sets of helper joints which are joint driven too, helps to preserve mesh volume and give accurate deformations. For the rendering part, I have applied Sub-surface scattering shader.
