Pixtim Productions

Hello everyone!
I’m starting a new thread here to present my productions. It’s been a long time since I last published anything (so long since I last saw the new forum!!!), in any case I hope you’re all well!

So here is a new pack dedicated to Skingen: SkinGen Leather WA01

There are 5 costume bases and 25 elements that you can add in layers to customize your outfit (sewn leather plates, straps and belts, zippers).
As always you can also change the colors and shine.
I think it’s interesting to create a base without being bothered, it allows you to easily add polygonal clothes on top without having to fight with the different thicknesses of clothes…

I prepared two videos, a promo style and a tutorial

I hope you like it!

Ogier

SkinGen Leather WA01

Just my skingen pack :

And with some external elements

Another preparation with some elements from my other packs (Cyber ​​Street and CyberSkin)


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Another test made with SkinGen Leather WA01

Very interesting concept!

Thanks Animagic!

The idea was mainly to create a “sub-layer” of clothing. I made several packages with this principle (it is for example very practical with underwear).
But finally, with high definition textures, we obtain something very satisfying, unless of course we seek to obtain clothing capable of wrinkling in real time with complex physics…

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Well, not in “real time”… :wink:

haha certainly Sir ! :slight_smile:

A while ago, I made a Medieval Adventurer woman…

I finally made her a companion!
Adventurer Man

Adventurer Man looks interesting. :grinning:

I tried the trial in iClone and noticed that even with an a-pose to start with and some frames for blending into the motion, the cape was problematic right at frame 0 (no matter whether in “By Frame” or “Realtime” mode). I saw that the solver frequency is already high. Maybe the cape morphs can help (I haven’t tried them all).
I was happy to see that the cape can also be made entirely dynamic (completely white weight map), without the mesh breaking apart. That is good news for possibly simulating the cape outside of iClone.

I’m not sure that the position of the sword is optimal for interaction with the cape. Since it is rather short, it might work better attached to, for example, the right thigh (it could then perhaps also be covered by the leg collider shape).

In real life, I think it may also take a little practice to draw the sword quickly without hurting yourself when it is attached in the current position, since you would need to move the right hand behind the back and pull the sword out far enough to clear the body and rotate the wrist when it is brought forward for any fighting moves. It may also be necessary to hold/stabilize the scabbard with the left hand, and/or get the cape out of the way, meaning both hands need to be moved behind the body leaving the front unguarded.

Hello Nirwana and thank you for testing this character with such attention! It’s cool!

To answer you, given the length of the cape, you really have to use it with the dynamics.
Otherwise, the influences will inevitably generate aberrations, especially at the knees. The basic position I used corresponds to that of CC4, but the morphs allow, as you think, to correct the starting position.
Indeed, I was careful not to put pockets so that the whole cape could be dynamic (well… I admit that I had made a model that I had almost finished and on which I had put pockets… um… I started all over again of course! :smiley: )
In any case, yes, Iclone’s dynamics have not evolved for a long time, and for beautiful results, Blender, Cinema4D, Unreal or other will be more agile…

For the position of the sword, I imagined it more like a long dagger that we would hold like a dagger, hence the position in the back. In fact, in this position, when you draw the blade, it is against your forearm. If we have two attachments to the scabbard, it works easily with one hand… except to put the blade away! There, you have to be careful not to make a hole in your cape!
I made sure that there is no attachment with the belt, so that we can move it and position it elsewhere… as desired.

Thanks again for your test and your feedback!!! :slight_smile:

Exactly. I was talking about changing the starting position, since the cape (with the character in a-pose) sort of explodes away from the character or gets caught inside the leg of the character.

Sure. As I explained before, I stopped doing my cloth simulations in iClone (I mean, if the asset’s creator, in this case you, sets up a garment for iClone soft-cloth physics, I’ll have a look at it in iClone, but primarily to check out the mesh and its topology and whether the mesh is properly welded, not for a “final” render.)

I’ll probably get Adventurer Man when it becomes available in the Content Store (looks like it has already been certified) and then I’ll do the cloth sim in C4D.

OK, but holding it like that would limit the reach of the weapon and range of motions, make the (cross) guard useless to protect against an opponent’s blade, and, since the blade is double-sided, risk injuring your arm, if, while trying to parry an attack, the blade is pressed against the arm. I’d prefer to use it like a regular sword, albeit a short one (i.e. with the blade sticking out between the thumb and first finger; BTW I’d hold a dagger the same way; holding it upside down feels awkward to me (and more of an assassin’s move), but that is, of course, also a matter of preference).