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Dean's Workshop

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Jonathon [SSL]:
Wow, it's really amazing what just a normal map can do.

Makes me want to do with our character's clothes what Rockstar did with Max Payne 3. They baked two variations of normalmaps for the clothes and then crossfaded between them whenever the characters moved, making the clothing look super realistic when in motion.

kraid:
Source even has a feature that blends over two maps during animation, but it's used for facial expressions:
https://developer.valvesoftware.com/wiki/Wrinkle_maps
and it requires flexes to work, so that's unsuitable for regular animations.

But i'd rather use this feature: https://developer.valvesoftware.com/wiki/$proceduralbones
since we could get rid of a few nasty looking geometry twists during animation.
Would require re-weighting of our characters though, maybe even adding a few edgeloops on some of them.
But the good news is, that we might be able to use the default .vdr since our skeleton is identically with the valve biped.

As for the model... looks damn realistic Dean, i'd say allmost to realistic.
I'm curiouse how well this transfers over to source.

DrDean:
Oh yes I love wrinkle maps and that's by far my favorite technology that Rockstar has adopted. More games are beginning to use it this generation. Metal Gear Solid V is also using Marvelous Designer for character clothing and clothing wrinkle maps. I don't think Source would ever be able to do that though without intimate knowledge of that shader tool. Wouldn't be worth implementing in a game that has long distances, fast deaths and with majority of it being in first person. As for the model, I think it will turn out fine in Source. It's more complex than the Russian Soldier but I think once it's on the GES animations with a head it will blend in much better.

Rick Astley:
That looks incredible DrDean :)

Keep up the awesome work

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