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Superbabe!


jim c

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This is a WIP I've been fiddling with for the last couple of weeks. Here's the character which is near completion. The character was modeled in ZBrush and Modo and then rigged, posed, and rendered in H. A little post was done in Photoshop.

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Couple more updates, redid the sword material and the shot also show the sword rigging - with a couple of controls you can control how the sword morphs from it's initial. retracted state to being fully extended.

Fully extended:

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Partially extended on one side:

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Added support for facial movement by using blendshapes. Started to builda GUI for it, but just ran out of energy - that's it for this character. But I added about 22 blendshapes that let you tinker with some expressions. And just for kicks, built a procedural Eyelash DA that lets me control the eye lashes - they can be built as real geo, or as curves with tapering width.

 

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Houdini. I used the Edit SOP, a combination of the sculpt tab and the edit tab with soft radius set to between 0.001 and 0.003 depending on where I was moving points around, and mirror turned on. That did both sides and then I made a VopSop that could extrac out the left or right side. I would LOVE to know how this is done in a real production, if what I did makes any sens or if it's a total hack?

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  • 3 weeks later...
  • 3 weeks later...

Here's another animation, fully rendered and comp'd

 

 

ntkirby, thanks, yeah the sides of the hair could be better, I was trying to work out a way where the length of the hair was derived completely from the hair "framework" that I used to guide the hair guides with. This sort of worked, but had the side effect of making parts of the hair too short.

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  • 1 year later...

Finally got back to this over Christmas time and recently have come close to finishing up a shot. The came to me after nearly being run over a couple of times by folks in SUVs (specifically escalades).

I modeled the SUV in Modo, then brought it into Houdini first to run a cloth sim in H12.5 for the denting/collision effect, then into H13 for the rest of it, including the pyro, particle bits, glass shatter, and render (rendering is done with PBR). I made DA out of the various parts, saved all of it out to disc as bgeos, and then in the scene I can dial in the effects with key frames to control how it looks. The render image is a straight from mantra, no comp yet. 

 

 

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Edited by jim c
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