GLSL shader programming

Troy Nickel was kind enough to let me work with his Miku character.
kalescentstudios.com/troyfolio/Main.htm

The entire point of me starting work on this character was to further develop NPR.
This stuff is tough.
While I am a long way from the result, I feel that I'm now closing in on the look rather quickly now.
I wanted to get "revison 1" down before I get too much further.

Troy creates some of the best character meshes that I've encountered. The model was a breeze to work with.
I've solved *most* of the simulation challenges for a character like Miku, however, the larger challenge of NPR is still something that I need to solve. I will be continuing to work with Miku over the next 6 months (at least) to generate something that Troy is happy with.

The hair simulation uses a realtime softbody lattice retargeted to the ponytail meshes through Positive Mean Value Coordinates.
The softbodies collide with a voxelized representation of the rest pose mesh that is driven by the closest point on mesh average skeletal weight.

j vimeo.com/54689738

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