Cloth Simulation - Shaolin Monk
+5
mammoo_03
bokkins
orcgod
WenZ3D
rockgem
9 posters
:: Animation :: 3d Animation
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Cloth Simulation - Shaolin Monk
Cloth Simulation - Shaolin Monk from Gem Cadiz on Vimeo.
Freebie Man modeled and rigged by Henleyernest.
http://www.turbosquid.com/FullPreview/Index.cfm/ID/320800
This was done in 3ds max 2009 and used standard cloth modifier and no garment maker. I also used hair and fur modifier for the spear tip. Animation for the "freebie man" is 3 motion capture files from 3ds max 9 sample folder layered in character studio motion mixer. The feet still sinks through the ground though. This will be part of my hair and cloth reel for creature simulation tests.
Rendered in scanline with light tracer+skylight.
As always comments and crits are highly appreciated.
Re: Cloth Simulation - Shaolin Monk
Wow galing naman nito bro, saan ba nakikita yung motion capture files ng 3ds max? nabasa kona din ito pero dikopa na try, baka pwede mgrequest ng tutorial jan.... animator wannabee ako thanks for sharing bro
WenZ3D- CGP Newbie
- Number of posts : 142
Age : 45
Location : Singapore
Registration date : 05/03/2009
Re: Cloth Simulation - Shaolin Monk
nindot sir, gamit ka mocap na bip file? murag pina shrek style ang rendering, nindot gyud bisan scanline - skylight - lighttracer ra, professional gihapon tanawon.
Re: Cloth Simulation - Shaolin Monk
cool this is nice.
celes- Pogi
- Number of posts : 2958
Age : 52
Location : Singapore
Registration date : 25/11/2008
Re: Cloth Simulation - Shaolin Monk
galing bro..ano render time mo dyan?
kieko- CGP Guru
- Number of posts : 1428
Age : 37
Location : Pampanga
Registration date : 08/04/2009
Re: Cloth Simulation - Shaolin Monk
wow naman, mahusay po ito sir hindi ko maimagine kung panu gawin, parang umiikot din utak ko paginaanalyze.
Re: Cloth Simulation - Shaolin Monk
Nice but you certainly have popping in breast area during the last frames before the hault. If you are going to present this reel as your technical simulation work - those misses will go against you. Just my honest opinion which might have been different if you were the one who modelled or animated the character.
Since that isn'the case, it would be nice if you could double the simulation samplings to at least a minimum of 60fps. Then play back at 30 ala smo-mo. Right now I wouldn't have noticed the hair on the spear if you didn't mention it. Which means the speed of playback (the hair seems to be catching up to follow!) does not allow for the movements to show and highlight your procedural animation skills.
Since that isn'the case, it would be nice if you could double the simulation samplings to at least a minimum of 60fps. Then play back at 30 ala smo-mo. Right now I wouldn't have noticed the hair on the spear if you didn't mention it. Which means the speed of playback (the hair seems to be catching up to follow!) does not allow for the movements to show and highlight your procedural animation skills.
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