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Author Topic: Dean's Workshop  (Read 36537 times)

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DrDean

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Dean's Workshop
« on: August 23, 2014, 01:10:21 am »

I probably won't post here very often since I am still working at my regular day job and doing this guy is the first model work I've done in months, but I love seeing some of the development surge back to life and I think it's good for the community to see what the team is working on. Playing around with this guy, I'd like to use it as a base for male scientists + a future Bond or Jaws if there's time.


In Marvelous Designer. Here's the pattern. It's fun to use when you start getting the hang of it, figuring out how to fold the collar properly was a fun puzzle. I am pretty sure there are buttons in MD I can add but I haven't found them yet, I might just add them later.

Also Jonathan SSL just told me there's some people to rig and I had no idea.  :P I have to get set up with the new git hub.
« Last Edit: August 23, 2014, 01:14:35 am by DrDean »
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Emilia

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Re: Dean's Workshop
« Reply #1 on: August 23, 2014, 01:38:32 am »

I really like the fabric on the pants.

As for the male scientists, I am really hoping you do the full white lab coat :D
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DrDean

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Re: Dean's Workshop
« Reply #2 on: August 23, 2014, 01:55:36 am »

Yup planning on it. Now with buttons:


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The Cy

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Re: Dean's Workshop
« Reply #3 on: August 23, 2014, 05:57:42 am »

awesome, man! I missed your stuff!
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Adrian

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Re: Dean's Workshop
« Reply #4 on: August 23, 2014, 06:28:08 am »

I agree with Cy! It's great to see your awesome work again :)
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Mangley

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Re: Dean's Workshop
« Reply #5 on: August 23, 2014, 07:52:11 pm »

Great work! Loving the detail on those sleeves.
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Re: Dean's Workshop
« Reply #6 on: August 23, 2014, 08:27:52 pm »

Also Jonathan SSL just told me there's some people to rig and I had no idea.  :P I have to get set up with the new git hub.

SHHHHHHHH
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Re: Dean's Workshop
« Reply #7 on: August 23, 2014, 09:44:55 pm »

Most impressive!
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Jeron [SharpSh00tah]

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Re: Dean's Workshop
« Reply #8 on: August 26, 2014, 01:18:34 pm »

Wow, great work having the shirt "fluid" and wrinkled in the correct places
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DrDean

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Re: Dean's Workshop
« Reply #9 on: August 27, 2014, 05:35:40 pm »

Here's how the bake came out. Still some weird topology (some intentional to conform to the folds) but I didn't have to redo anything this time. :P Not too shabby. Will probably definitely have to fix some edgeloops around where joints move. Needs lots of work other too + general polish as this is only a base mesh for future things. That's enough for now I reckon.
« Last Edit: August 27, 2014, 05:55:59 pm by DrDean »
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Jonathon [SSL]

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Re: Dean's Workshop
« Reply #10 on: August 27, 2014, 06:52:11 pm »

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.
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Re: Dean's Workshop
« Reply #11 on: August 28, 2014, 02:53:58 am »

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.
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DrDean

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Re: Dean's Workshop
« Reply #12 on: August 28, 2014, 08:27:49 am »

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.
« Last Edit: August 28, 2014, 08:36:55 am by DrDean »
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Re: Dean's Workshop
« Reply #13 on: September 07, 2014, 12:53:07 am »

That looks incredible DrDean :)

Keep up the awesome work
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