Thanks for sharing! I'm still wrapping my had around Houdini in an art pipeline but there's so much stuff I've seen people say it can do, it's kind of mind boggling. Concrete start-to-engine stuff like this really helps to make some of its power clear!
I asked about the engine because Unity and Unreal have retargeting features so that the proportions of the models don't need to match, only the bone counts. If your models were different I would have described that process. As headd said, the Skin Wrap will transfer the weighting over.
Do you mean keeping an un deformed instance? I have a script to do the casting in realtime that i keep meaning to clean up and release. its kinda like wrap it but with the fancy stuff. I suspect its the same method as both seem to have similar problems.
Finally getting around to wrapping up final touches and trying out different rendering attributes. I may rework some stuff, so crits are welcome. Otherwise, thanks for the good insight on this project :) Final specs: 4096 Spec/Diffuse/Gloss 2048 Normal 14,888 Tris
True, or even using a wrap modifier for the brush, but those are workarounds that really aren't what I'm looking for. I'll probably end up just doing it on a plane, and recreating a plane that looks something like the texture I posted. It'll work, but it seems like there must be a better way.
Update 2/22: Trying to get this wrapped up and need some crits. I made some subtle tweaks to most of the textures and lighting and added a few clutter meshes. Any/all feedback is greatly appreciated! :) kosh_fotsirk: Good call, I think it looks much better.
I went out to the same museum but outside. I'm experimenting with simplifying the shapes as I draw. I still struggle on constructive form. I struggled a lot with the light on the face. The reflected light and was hard to wrap my head around. Composition mark ups are still coming on the 3d.
I found out how to do it, wow that is going to save me so much time in the future. One thing with the wrap deformer is that there is no connected node that gets created in the hierarchy. Don't suppose it matters but the other deformers have this. Thanks for your help guys, really appreciate it!! XD
I think it'd be really cool if instead of his bandages, he was shooting out chains wrapped around his wrists, or from underneath the bandage folds. Like he was using the chain weapons you see ninjas use in anime. Otherwise, pose looks awesome and dynamic
taking a break while i rethink that scene, started working on a smaller prop in the mean time. About 70% the sculpt, gonna try to wrap it up by tonight and on to retopo and baking tomorrow. going off this concept: http://fineartamerica.com/images-medium/maasai-warrior-frazetta-nicholas-bockelman.jpg