In this three part tutorial series, I build a fist in Zbrush. These videos are intended for artists new to Zbrush who are interested in developing their approach to sculpting organic forms. To make sure this is as useful as possible, I stick to a handful of basic brushes. One of these is the Flatten Brush from version 4r4. I strongly encourage you to download it and the reference image from my site: isaacoster.com/?page_id=2228
Part 1 and 2 are recorded in real time and narrated. Part 3 is sped up, and presented without narration.
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A small sample of work from Blizzard's Heroes of the Storm. I've only been on the project for a year so I'm glad some of my contributions have made it to the released version. I'll have more as soon as the stuff I've animated becomes public.
**Update** my inbox has exploded
Q. Who did all the models and rigging?
A. The character art and technical art crew on the Heroes of the Storm team at Blizzard. I did not do any of the models, textures or rigging.
Q. Did you use any mocap?
Q. Are you sure?
Q. What about video reference?
A. For a few like the Nova dance and the Tychus Dance
Q. What did you use to render?
A. Heroes of the Storm engine with a setup shown to me by another animator on the team.
Q. Is all the secondary animation in-game physics?
A. about 70% keyframed and 30% simulation. On Johanna there's no physics. Nova's hair is mostly physics.
Q. I still don't believe you about the mocap...
A. Thank you for watching I hope you enjoy the game :)
You can download the scene and see the tutorial here: andvfx.com/?p=2049
After TP Sand video on vimeo: vimeo.com/62556459 I received diferent request for comercials doing similar effects but normally they wanted physical interaction between particles. This first video works well for desintegration stuff but not if objects need to interact between them or with other rigid bodys.
So I developed a way to make this work efficiently. Instead of using a FLIP or SPH solver I use a Fake metode.
First I drive a simulation with bullet with a procedural joint systems on it quite low res (2 to 4K boxes) This takes as much 3 seconds per frame and is very directable. Once Im happy with it I cache this first sim and I add a bunch of particles over it (around 4Milion on this examples), this particles has no physics at all, they only look around and follow the velocities from the first simulation. Based on densities and velocities they go apart to another group. This second simulation is also really fast, around 3 seconds frame for the examples you see on the video. I saw an example on vimeo using Houdini that use pretty much the same technique.
As you can see is really fast to sim, every video takes around 30 minutes to sim 250 frames for base+detail, the only problem is render times. Since Im rendering this with vray, and Thinking Particles has only instancing geometry for final render, Im always out of ram, I will handle as maximum 10M particles with a 64Gb of ram. Solution will be or move to final render, or use Frost, or pray to Edwin to implement an efficient instancing system for other renderers.