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>> No.654484 [View]
File: 1.26 MB, 500x900, witch-with-shirt.webm [View same] [iqdb] [saucenao] [google]
654484

>>654228
You could write a vertex smooth compute shader or try to hack it into the existing compute shader for recomputing normals, the adjacent triangles/vertices information is available from the GPU skin cache and it should be possible to create a smoothing function from there. (It seriously is a shame that you can't properly put shaders in a plugin for unreal, but at least it's open source, so you can implement anything you need). Other than that Tessellation with curved PN triangles can give good results and is implemented in Unreal.

>>654310
The shapes can be created entirely through shape keys, I only have a weird bone setup in there that works together with the shape keys to drive the physics collision so that it fits the breast shape in game. Other than that I have no subdivision modifier on the mesh and I do some other things because it ends up in Unreal eventually like quantizing the vertex weights to 255 steps because unreal stores the vertex weights in byte values, that way I get exactly matching results, also my rig is entirely reproduced in unreal (I only export the IK targets and control bones in my animations) so that I can have procedural animation effects and the possibility to make an in game animation/pose editor.

>>654314
Regarding the textures, I try to keep the geometry for the nipple within a reasonable size and other than that there is relatively little detail on the breast and it isn't very noticeable on the skin detail textures (for really small details like pores) but i could just scale the texture coordinates of the detail texture if the stretching would get too much on huge boobs (a bit of stretching won't hurt on big breasts anyway).

Also fuck retopologizing cloth that stuff always appears to work well enough with a simple decimated highpoly mesh and transferred vertex weights from the base mesh (I'm using a subdivision modifier, on the triangulated mesh, to make the normals pop more until I bake them).

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