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How to achieve SilentHill2Remake style wrapping in 3dsmax?

polycounter lvl 16
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dimwalker polycounter lvl 16
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).


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  • pior
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    pior grand marshal polycounter
    These look like something that could be done easily in Marvelous Designer. Early versions (up to around version 5 or so) were strictly focused on simulating patterns drafted in 2D onto 3D forms, but more features got later introduced allowing to easily cut in more seams directly on the simulated cloth, as well as generating patterns from imported .OBJ models (IIRC). And with the way MD works there's really no need to mess with cloth settings as there are good presets available for this tarp look. And then it's just a matter of playing with pressure and shrinkage.

    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.



    There are also a few Blender addons facilitating the creation of cloth panels based on existing geometry.
    https://cgthoughts.com/fluent/doc/power_trip/cloth_panel/

    Definitely worth doing a study or two to replicate the look.
  • Eric Chadwick
    It’s possible within 3ds Max, but Marvelous Designer is going to be easier. Dedicated tools are often better at specific tasks.

    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
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