For what your situation is sounding like (since it needs to go to Maya) I think your best bet, like I mentioned before, is to point weight a single sided wing proxy and GATOR the results onto the final "thick" wing.
-=Eric Turman On Wed, Jul 2, 2014 at 8:17 AM, Byron Nash <[email protected]> wrote: > 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! >> > > -- -=T=-

