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Posted

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?

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Posted

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.

Posted

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.

  • Hash Fellow
Posted

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...

Posted
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 =)

Posted

stretchy bones and rigged skin.

 

:blink:

 

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?

Posted
stretchy bones and rigged skin.

 

:blink:

 

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.

Posted

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

  • Hash Fellow
Posted
stretchy bones and rigged skin.

 

:blink:

 

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.

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