Hi, I was wondering how they do the crease movement on games like Fifa when a player is moving? It looks like the normal map, is code switching between 2 different nor maps to create this effect? I only tend to see it on the back area of the shirt.Games like Max Payne 3 do this too. Any info would be great,thanks.
Cloth sims are normally good at hanging and dangling but not so good at wrinkling and bunching, they tend to get very buggy when they do bunch up. Not to mention you need pretty dense geometry to create wrinkles. There is a lot going on when a sim is running. collision detection, shape correction, friction, self…
I seriously don't think that they're animated normal maps, I think that it's just simple cloth simulation. I assume that they've applied cloth physics to the character's cloth and then they've individually attached it to the mesh. Any insight on this would be appreciated, please prove me wrong. I wanted to know how all…
Excellent explanation. I had assumed it to be simulation because I've been goofing around with the cloth in 3DS Max. And found how realistic the folds were with complex geometry. It was running in real-time. But your post made me realize that it's complicated. Also check out FIFA 14 on next-gen consoles. They seem to be…
From what I understand its mostly handled through code much in the same way joint angle morphs are used in Max to correct wonky geometry in poorly deforming areas. The angles between the bones drive blended materials. I personally use the "wrinkle map" approach at work but on faces. We handle it all inside of max using…
One way to do it, is to have two sets of normal maps, one wrinkled all over, one unwrinkled all over. Then you can store masks in the vertex color channels (or use an actual RGB map) to define where the wrinkles should appear, and use the bone rotations to drive the fade in and out. It's not something you can readily plug…
I seriously don't think that they're animated normals, I think that it's just simple cloth simulation. I assume that they've applied cloth simulation to the character's cloth and then attached it individually to the mesh. Any insight on this would be appreciated.