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Making Of 'The Virtual Mime'

By Dennis Moellers
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Date Added: 24th March 2010
Software used:
3ds Max

Detail Refinements

I wanted the clothing to have detailed creases and wrinkles, something that I couldn't do easily with splines. After I was done modeling with the spline cages I converted them to low-poly meshes as seen on the right/below. Then I made a reference object and smoothed it. Now I could use box modeling to create more detail. The polygons were cut into smaller pieces and the points were moved around to make wrinkles.

996_tid_11pantswrinkle.jpeg
I only made wrinkles in the areas where his joints were because these are supposed to be tight fitting clothes. The nice thing about this is that it put more detail in these areas as well- so that the bending of joints will be smoother.

996_tid_12pantsfinish.jpeg
I used the same idea to create the wrinkles on the sleeves. I spent more time on the sleeves because they will be much more noticeable in the animation.

996_tid_13armwrinkle.jpeg
Here is a finished render of the sleeves.

996_tid_14armfinish.jpeg
When all of the body parts were created it took a lot of control and reference objects. It was really nice working this way because I could still go back and change a lot of details.

996_tid_15finishbody.jpeg





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