dblhelix Posted June 30, 2011 Posted June 30, 2011 considering a final addition to project; maybe making one Eugene a mummy. for the most part the skin would just sit there, but have a couple of large holes and not cover hands but end in a hard crusty formation. like a long sleeve. however on the face the skin should have prominent tearing at the mouth, with both hard and flexible behaviour - there'd be a nice, disgusting piece over the molars between a hole in the cheek and his mouth. this piece would stretch when he opens his mouth and have hardened crusts at top&bottom angles. the Eugene will be sporting the gentlemen's classic cloak with no sleeves. i've no idea how to plan, what to plan, or weigh pros&cons. is the solution some kind of model/cloth/smartskin soup? Quote
UNGLAUBLICHUSA Posted June 30, 2011 Posted June 30, 2011 See the Sculpture work of Aris Kolokontes - ggogle him. You should find plenty of good clay examples you can incorporate into your computer generated character. Quote
dblhelix Posted June 30, 2011 Author Posted June 30, 2011 http://ariskolokontesart.blogspot.com/ someone alert del Toro. transcendental still life. the Eugene would be Osiris, based on a real mummy but with the green skin, the Ateph w ostrich feathers but no other props. aiming for immeadiate visual of death; he's the first character seen, rest are "run of the mill" skeletons whose timeless symbolic, emblematic value is not quite dead enough. Quote
Hash Fellow robcat2075 Posted June 30, 2011 Hash Fellow Posted June 30, 2011 that Aris Kolokontes stuff looks cool but doesn't look decayed like a mummy that dblhelix is describing. On the other hand I'm not quite sure what dblhelix is envisioning exactly. Sounds hard... Quote
frosteternal Posted June 30, 2011 Posted June 30, 2011 i've no idea how to plan, what to plan, or weigh pros&cons. is the solution some kind of model/cloth/smartskin soup? The skin stretching by the mouth would be a great use for stretchy bones. Use a target, a kinematic constraint, and the "scale to reach" option. This allows a bone to stretch between it's point of origin and the target - great for flexible bits like cheeks, membranes, and some decaying skin. =) The skin would be best rigged, maybe simcloth or smartskin on frayed edges, but clever rigging will do just fine. Your best start would be to do some concept sketches - if you can show yourself/us what you are envisioning it will be even easier to help you =) Quote
dblhelix Posted July 1, 2011 Author Posted July 1, 2011 stretchy bones and rigged skin. ok, i'm game. the piece of cheek would need to become narrower when Eugene -Osiris- opens his mouth and the piece stretches. guessing this would be a pose? Quote
frosteternal Posted July 5, 2011 Posted July 5, 2011 stretchy bones and rigged skin. ok, i'm game. the piece of cheek would need to become narrower when Eugene -Osiris- opens his mouth and the piece stretches. guessing this would be a pose? Or just use expressions to link the scaling of the bone so that as it gets longer, it gets thinner. But you could also link the scale to a smart-skin. The expressions would be more reliable. Hang on, I'll throw together a quick example of what I mean. Quote
frosteternal Posted July 5, 2011 Posted July 5, 2011 Here, this project file should illustrate what I'm talking about. This has an advantage over smart-skin - easy to set up without setting multiple smart-skin keys, and it adapts to situations one might not have made smart-skin keys for (like opening the jaw further then intended, etc.) Plus, it adds rotation of the stretchy part automatically, which would have to be individually keyed at extremes if using smart-skin. skinTest.mov stretchySkinPiece.prj Quote
Hash Fellow robcat2075 Posted July 5, 2011 Hash Fellow Posted July 5, 2011 stretchy bones and rigged skin. ok, i'm game. the piece of cheek would need to become narrower when Eugene -Osiris- opens his mouth and the piece stretches. guessing this would be a pose? Smartskin could do that. Quote
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