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HMP Contest - jnd

jnd
jnd
Hey all,

I'm going for a day of the dead themed entry (having recently rediscovered Grim Fandango - man that game is awesomes). Will update when I've narrowed it down a bit and checked out the available animations and had a bit of a think.

Replies

  • Anais
    Oh man. Grim Fandango... :')
    Welcome to the contest and good luck to ya.
  • jnd
    Thanks Anais! (Sorry about about the late reply, missed the notification so only just discovered it).

    Anyhows, update time!

    Finished initial modelling. After several false starts and a misguided attempt at procedural modelling (well it seemed a good idea at the time), wandered away from the initial concept a bit into Victorian clothing (1870s to be precise).

    Comments and crits always welcome :-) Going to start having a look at the cloth solver next.
  • Dryulya
    Interesting move. Simple and angry. I like it.
  • jnd
  • Ziemanskye
    If you want it more Grim Fandango, I think you need to enlarge the head a bit: it's been a long time since I played it, but I remember most of the heads were over-sized compared to the bodies. The hands too, though that could just be to make the easier to read at the lower resolutions.
  • Anais
    Just a quick note: Keep in mind that copyrighted material cannot be accepted in the contest. :) So you can inspire yourself from GF but don't take it too close to the Lucas Art characters. Cheers!
  • jnd
    Anais wrote: »
    Just a quick note: Keep in mind that copyrighted material cannot be accepted in the contest. :) So you can inspire yourself from GF but don't take it too close to the Lucas Art characters. Cheers!

    Thanks for the reminder! Have gone in a pretty different direction from Grim Fandango so hopefully all should be good there.

    Ziemanskye wrote: »
    If you want it more Grim Fandango, I think you need to enlarge the head a bit: it's been a long time since I played it, but I remember most of the heads were over-sized compared to the bodies. The hands too, though that could just be to make the easier to read at the lower resolutions.

    Thanks for the crits :) You're definitely right about the head; looking at its proportions again it's way too small for the body.

    Somewhat ambivalent with regards to the hands. I'm hoping once I've posed them they'll look ok. Had a look at the hands in Grim Fandango and they're just simple boxes. Might have to rethink the hands I've made a bit. While I want to go for something a bit more realistic, I'm thinking they might be detailed in a distracting rather than good way.

    Hmm might have to have a bit of a rethink…
  • jnd
    Might not have fixed the head, but have made some progress on the cloth front. Small and a little compressed mov here. Initially tried to simulate all the clothing in one fell swoop, however this tended to cause issues (not with the actual simulation, but the with the capturing of the low resolution sim onto the high res geometry. Now for the rest of the clothes…
  • jnd
    Another quicktime which demonstrates why you shouldn't set the repulsion rate too high and the terrible things that happen when the collision mesh intersects itself. This occurs in the armpits causing spasms which propagate down the overcoat as the solver tries to resolve the issue. Looks like I might need a couple of corrective blends to prevent this.

    In terms of the cloth sim, kind of impressed at how well it handles cloth-cloth collisions; the actual waistcoat-overcoat simulation resolved really well. It was just the collision mesh errors causing the issues.

    Trousers coming soon hopefully :)
  • Anais
    Loving your choice of animations. :) Nice progress, Jnd!
  • jnd
    Thanks Anais; it seemed kind of fitting for the character :)
  • jnd
    Another update :) Have now got all the cloth working.

    Currently running into two issues:

    - at the end of the sequence the cloth gets wedged in his shoulder due to mesh intersection issues
    - there is some issues with the high res geometry and cloth sim not quite matching (there is no intersection in the actual simulation just the deformed geo.

    Hopefully a couple of corrective blend shapes should fix this. Anyways, quicktime here: http://cl.ly/NMGO
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