The creature will be the focal point of one shot and reasonably large in
frame. The biggest pain against the single sided membrane I'm working
against it getting it surfaced cleanly. The front of the wing has volume
and it was modeled with T intersections as it loops back on itself. I just
see it being a case where one side or another not being able to hide the
seam. I'm most of the way finished adding the other side in and stitching
it back around.


On Tue, Jul 1, 2014 at 11:26 PM, Raffaele Fragapane <
[email protected]> wrote:

> Having done, at this point, bats, dragons, flying dinos, and other types
> of membranes all over the place, not if you're after anything realistic
> looking even quarter field.
>
> SSS, translucency, occlusion, edge specs and all just don't work out.
> There is also a massive difference in texture between the inside of a
> membrane and the outside, and displacement rarely, if ever, plays well with
> single sided surfaces.
>
> You get at best crowd quality levels of look-dev out of one sided
> membranes.
>
> As for Maya's wrap deformer, it's pretty embarassing. You are usually
> better off with rivets on a deforming surface and using NGSkin to make the
> weighting bearable (it has some decent tools to deal with those cases).
> If you can write your own, and even that is a pain given Maya is
> considerably deficient in dealing with point subsets access and pairing,
> do, if not, the wrap deformer is like rolling the dice against bad odds.
> You will occasionally win, most of the time you won't.
>
>
> On Wed, Jul 2, 2014 at 7:52 AM, Matt Lind <[email protected]>
> wrote:
>
>> If the surface is thin, why do you need a backside at all?  Can't you
>> just use two-sided shading?
>>
>>
>> Matt
>>
>>
>>
>> -----Original Message-----
>> From: [email protected] [mailto:
>> [email protected]] On Behalf Of Eric Thivierge
>> Sent: Tuesday, July 01, 2014 2:47 PM
>> To: [email protected]
>> Subject: Re: Best Modeling Practices question
>>
>> It's just not the same... :(
>>
>> not to mention you can't edit the deformer for fringe cases of bad
>> deformation.
>>
>> On Tuesday, July 01, 2014 5:16:44 PM, Sebastien Sterling wrote:
>> > you can do this in maya, with the wrap deformer ... i feel so cheap
>> > now :(
>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>

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