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Old 04-08-2013, 04:57 AM   #61
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Quote:
Originally Posted by h2olt
movement and design are looking good. I just think this may be a lot of time spent on the cloth sim when the sculpting seems rough still. That sweeping motion is looking good. good luck to the finish.

Cloth sim was only part of it to get the rough shape in place. Each clothing piece still took a good bit of sculpting to get exactly how I wanted it.

Most of the main modeling and sculpting done. Got one surprise left if I have time. Tomorrow I'm going to focus on painting and finishing details.


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Old 04-08-2013, 10:12 AM   #62
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Update looks good!

Thanks for the info on Bullet. Yeah, cloth usually needs to be simulated as flat objects to prevent the meshes from going crazy from the self-interpenetrations etc. Double-sided cloth usually adds a lot of confusion, I guess due to conflicting normal directions so close to each other, as well as massive computing overhead for the solver. nCloth in Maya has a "Self-Trap" attribute that can be enabled but still should be simulated as flat objects unless it's a soft body with ample volume to define thickness.

Good luck with the deadline.
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Old 04-08-2013, 02:44 PM   #63
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Hehe, the self-interpenatration is funny stuff. Makes it look like the clothes came alive and started eating their wearer.

There was a demo scene included where the deformer was a flat cape but then that data was used as a proxy to deform a full cape in realtime. That's what I actually wanted to try but I couldn't figure out how the 2 were connected and then I got impatient and used this method.

I'll pound the LW forums after this to see how it was done.
Wyatt
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Old 04-09-2013, 04:26 AM   #64
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Getting mine in before midnight. I'm going to keep working it until Roberto says done though.
Good luck everyone!

Toph beauty render


Scene beauty render


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Old 04-09-2013, 11:08 AM   #65
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Hi Master,
Great job, love the pose, congratulations!



Cheers all
 
Old 04-09-2013, 07:15 PM   #66
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Great project!
I think you could improve her stance a little (if it's not too late). IMHO you could push the knee of her front leg slightly outward (towards that rock in the frontal beauty render). You should probably rotate her hips a little too (to a more frontal position), without shifting her foot. Right now she looks unbalanced as if she could easily be pushed over (towards her left shoulder), especially from the back view - and as we all know, Toph can't be pushed over
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Old 04-10-2013, 03:00 PM   #67
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HCR MINI-Challenge #37: Femme Fatale! :POST YOUR FINAL ENTRY!
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Old 04-11-2013, 07:18 PM   #68
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ARTIST NAME - Wyatt Harris
BEAUTY RENDERS


HIREZ RENDER LINK


HIREZ RENDER LINK


HIREZ RENDER LINK

TURNTABLE ANIMATION

ORTHOGRAPHIC RENDERS



WIREFRAMES

WIP THREAD - http://forums.cgsociety.org/showthr...f=208&t=1093102

COMMENTS & DESCRIPTION

Toph Bei Fong, the greatest earthbender and inventor of metal bending. I would have to say that Toph is probably my favorite female character ever. I always thought it was a stroke of genius by the creators of Avatar to put that much power, attitude and sass in such a small package. The whole series is loaded with great female characters but for me Toph is at the top. I decided to recreate the moment at Earth Rumble 6 when Toph flings the Boulder out of the ring to retain her title as Earthbending Champion.

I have enjoyed this contest immensely. There's nothing better than working on a character you love to keep you inspired. For this challenge I decided I was going to go all in with Lightwave's new implementation of Bullet Soft Body dynamics. I learned quite a bit about what does and doesn't work in the process but I love the end result. All of the basic clothing shapes are bullet which I then sculpted in ZBrush. I also decided pretty quickly that I was going to need to figure out Fibermesh if I was going to get a handle on Toph's giant bun. Regular sculpting just wasn't cutting it. I think this is the biggest character I've made so far, 12 million polys (~1.5 is the hair ). Quite a workout for my new rig but it handled it in stride.

Once again I'd like to thank StarAstralis for her help and everyone else for their support.
Good luck everyone.
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Last edited by WyattHarris : 04-12-2013 at 07:04 AM.
 
Old 04-12-2013, 10:00 AM   #69
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Great work Wyatt.
Nice solid pose. Well done!

Cheers
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Old 04-12-2013, 05:23 PM   #70
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Thanks Kanga. I have always respected your work so coming from you, I really appreciate it.
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Old 04-13-2013, 02:20 PM   #71
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Great that you finished it. Looks good.
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Old 04-15-2013, 02:01 AM   #72
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Finished texturing. I replaced the existing images above.

That's it, not doing anything else.
Good luck everyone!
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Old 04-15-2013, 02:01 AM   #73
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