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Project Overview: Dramatic

By Eduardo Lôbo
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Date Added: 1st July 2013
Software used:
Maya, ZBrush

I then created the cloth in Maya (Fig.17).

Then I simulated it. You can see how my topology worked very nicely to create the behavior I wanted for this thick sheet. (I simulated with a low poly count, but I will reveal soon how to make a high subdivision simulation just after "posing" drapery. Because you know it gets too heavy to process the simulation and still try to control some constraints in real time)(Fig.18).

1743_tid_fig18.jpg
Fig. 18


To control and pose my sheet, I created some constraints. A tip for Maya users is to create them in the initial state of the animation and then play the animation using the Interactive Solver PlayBack to change the position of the drapery in real time (Fig.19 - 20).

1743_tid_fig19.jpg
Fig. 19

1743_tid_fig20.jpg
Fig. 20

The Last and Most important Tip

You might be asking yourself: how can I subdivide my model after it had been triangulated and I've posed the drapery? The answer is simple. There are two ways:

First Technique

After you have created your drapery (no matter what form it has), you must first be aware that it only has quad topology, so you can simulate it at a low poly count and very quickly.

After posing and getting all the constraints in position, stop simulation and just subdivide it by going to Polygons > Mesh > Smooth (in Maya) and achieving your high subdivision.

Then triangulate and play the simulation again to the new poly count entered in the simulation. (Once the model is converted to Ncloth in Maya, you can still change the topology at any time on the 3D model).

Second Technique

This second way is more complicated, but is for more complex forms and topology. If your topology has a different flow, and can't be achieved by just deleting the edges, what you can do is the same process as the first way, but instead of triangulating, export the mesh to ZBrush and use the Micro Mesh tool to swap the topology of each quad very quickly.

Then import it back to Maya, convert to NCloth again and just play the simulation. But be aware that with this second technique, as you import a high poly count model to Maya, the software will need a lot of memory to convert the high poly model to an NCloth simulated model (Fig.21 - 22).

1743_tid_fig21.jpg
Fig. 21

1743_tid_fig22.jpg
Fig. 22

Here's my final image (Fig.23).

1743_tid_fig23.jpg
Fig. 23




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