Hi all,
Are there any games out there where the characters' clothes would deform when they move? walk, run, etc.? Like third person games for instance?
I have to confess that I'm no expert in the latest games - quickly looking at a few reasonably fresh titles, I didn't see any deforming clothing. Armor seems popular and - even though it's natural in many genres - I'm guessing it's also partly due the fact that it doesn't deform?
So is this actually ever done and if, then could you give me an example of such a game?
Thanks!
Replies
-Practically every recent basketball game has physics driven cloth
-Alan Wake's coat
-Soul Calibur 4, Tekken 6, practically all characters costumes are cloth, with a lot of long flowing extensions, sleeve cuffs, etc.
Any ideas how these were made? Sculpted and turned into morph targets or something like that? Or do they actually use a physics engine?
[ame]http://www.youtube.com/watch?v=mrtwESnTOwY[/ame]
[ame]http://www.youtube.com/watch?v=Gf26ZhHz6uM[/ame]
Edit: Damn you beat me to it....
That first one probably also had the best youtube comment of the year
Ok, but seriously that's not probably quite the reality in current games yet, is it?
I mean, I'm guessing the current games, like the ones mentioned, do not actually use physics for clothing (or do they?) Sounds like a rather heavy solution for the current hardware.
RDR had some on Marstons long coats.
So, if that's already done by simulating and probably much more in the future, then I guess there's little point in spending lots of time learning to sculpt clothing?
Seems to be a popular topic among ZBrush tutorials, for example, but I guess that sort of thing is not really meant for games?
For the most part we generally have cloth and muscle deformation that looks like bending prosthetic latex.
The cloth simulation you're seeing is really secondary motion rather than per-poly collision cloth-sim (which is folds and wrinkles forming in a densely tessellated mesh).
One day.... one day...
^_^
Maybe if it were more efficient to handle denser cloth meshes with physics, but I think because of performance issues most games stay away from any heavy cloth simulation.
That's like saying animators don't need to learn the fundamentals of animation since motion capture is used extensively in the business.
Besides, cloth simulation only works on light freeflowing fabrics, like jerseys, shorts and long coats. If you want to sell the illusion of weight and texture of clothing otherwise, you gotta sculpt it.
So, Jacque, I took a look at your gallery (very cool!) - How was the clothing generally handled in your characters, when they are animated/in game? I'm guessing that you sculpted those wrinkles in the Malika character, for example?
Thanks for the reply - I'm not trying to make a statement, but sincerely just asking how it is (usually) done. I would love to learn to sculpt clothing, but I want to know first if it will be something I can use in game assets.
Ideally you have it on trailing bits and not the whole garment - lots of errors and glitches lie down set-entire-garment-as-cloth path :P
I am actually familiar with Unity (in fact just making a terrain here). Here's a nifty video on the cloth.
But still, I'd really like to know how this clothed character-thing is usually done in the industry
It would have been difficult to me to find them on my own, as my (previous) active gaming days were some 15 years ago
http://www.gamasutra.com/view/feature/4383/the_secrets_of_cloth_simulation_in_.php?print=1