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=-

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