Hello folks.
After playing SH2R I was curious how to make cloth and plastic like game has in hospital basement. It might not be physically accurate, but most of the time looks convincing enough and most importantly - pretty cool.
A is straightforward, this kind of thing I can do since this is what most tutorials show - sheet dropped over some objects, maybe dragged around during simulation for more interesting and messy look.
The rest confuse me though. Those "external constrains" like ropes and wires, sometimes several, affecting the folds. And tight wrapping with few loose areas like door frame on C or whatever it is on D.
I doubt I will ever have a practical case that requires to recreate E, but it's still interesting to figure out how this specific case and the rest of that stuff was made.
I have very little experience with cloth simulation so maybe it's obvious for everyone else. Tweaking dozens of Cloth parameters in max is kind of a challenge on its own, but I'm puzzled even with general approach for something like this. Can't just drop a cloth that supposed to be tied in the middle and also held/stretched at the bottom (F).
Replies
For instance, D could be done by simply simulating two stitched panels matching the door with one of them scaled up, this would instantly create the gathers. C looks very cool - perhaps the gathering was done selectively, alternating from one side to the other.
Definitely worth doing a study or two to replicate the look.
Check out TyFlow plugin for Max, it can do some amazing things. Free version has all functionality, though if you buy you get massive GPU speed up.
Some experiments I shared awhile back https://polycount.com/discussion/232763/bag-of-garbage