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flesh tearing / pop-out-of-chest effect
show user profile  digs
I require big brains for helpy

I have a character facing the camera, close up on the chest. Now imagine a hand bursting out of the chest, holding onto that persons heart - (someone from behind punches through the other persons back and chest)

there will be many bloods

Im trying to figure out how to go about creating the part of this animation where the chest "pops" or "explodes" or "rips" open - hand flowing out, and am very interested in hearing any ideas people can think of

I played around briefly with making the chest a cloth object, but the tear didnt feel right, also only spent minimal time experimenting with cloth so it still might be an option?

ive been testing and searching the webs for a few days without much progress, any ideas?

read 388 times
3/1/2016 10:47:50 PM (last edit: 3/1/2016 10:49:16 PM)
show user profile  LionDebt
Depends on the level of 'realism' you're after.

I would retopo the chest area and give it a custom chesty-pop bone-rig. I'm envisaging the skin being thick (maybe 1 or 2cm), and oozy with blood, a few ribs snapping and breaking out along with the bloodsplatter. Followed by the inevitable claw-fingered clenched fist holding the still beating heart of my ex-girlfriend .

Modelling the area will allow you to pick which areas are 'burst' (and, more importantly, how they burst open). Typically 4 or 5 sections (2x pectoral, 2x upper abdominal, maybe a diaphragm-al one too). Imagine a sliced pizza, and like some heathen you pick up your first slice from the tip, instead of the crust.

I'm not really exaggerating the size either, bullet exit wounds are 3 to 10x larger than their entry points. And if someones bad ass enough to punch through a spine and ribcage, why not make it gruesome :)

Also, for added realism, you want the blood to be super frothy. Perforated / burst lungs tend to make bubbles appear in blood. And, if someones having their heart ripped out, their lungs would be pretty kaput also!
read 377 times
3/1/2016 11:25:00 PM (last edit: 3/1/2016 11:26:59 PM)
show user profile  digs
haha awesome, love the frothy blood idea, that sounds tough too : ) cool

yes, very gruesome - it's a comedy, but this shot should be so gruesomely awesome that it's hilarious. the characters are not human, but humanoid (but we still want all the inner bits, bones, w/e else ((if necessary)))

I picture it like, if pixar were to create a mortal kombat death.. that's kinda what we're after

I experimented a bit with that idea last night actually - retopo. for the quick test i did it felt like a good option

That's still an option that i want to revist - do a more refined test of the retop and bone chesty-pop rig (maybe ill do that tonight), but it would be cool to try and get an all in 1 effect if possible
read 373 times
3/1/2016 11:58:21 PM (last edit: 3/2/2016 12:08:57 AM)
show user profile  9krausec
I don't have anything constructive to add to this thread, but I would like to say...

I never understood how people work on horror films in our industry. For instance, the remake of "The Thing". When I watch that movie I cringe. Not because I'm a puss-bag, but because it's absolutely creepy as hell...

How do people stare at that gore for weeks on end? It's a bit twisted in my mind.




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read 367 times
3/2/2016 12:55:07 AM (last edit: 3/2/2016 6:30:52 PM)
show user profile  digs
the worst is looking for reference

i drank too much last night and wasn't able to do any testing, but tonight i will revisit the retop idea
read 327 times
3/2/2016 4:26:15 PM (last edit: 3/2/2016 4:26:15 PM)
show user profile  Dave
"How do people stare at that gore for weeks on end? It's a bit twisted in my mind."

I'm guessing that some people are just sane enough to make the separation from reality to fiction. That said, I am working on a horror game at the moment in my spare time, and having to constantly be thinking about all the ways we're going to mess with peoples heads is actually not an enjoyable experience, since all of your ideas are typically things that would freak yourself out.

"I flew over Egypt once"

read 266 times
3/4/2016 12:31:54 AM (last edit: 3/4/2016 12:31:54 AM)
show user profile  9krausec
^That. Haha. Staring at things that would freak yourself out for long periods of time doesn't sound like my cup of tea. Props duder.




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read 264 times
3/4/2016 12:38:55 AM (last edit: 3/4/2016 12:38:55 AM)
show user profile  LionDebt
I read an article ages ago by a japanese studio who made primarily horror games. Damned if I can find it now, but basically everyone got super depressed and the studio ended up disbanding and this particular game was never released. But I think a few of the developers ended up working in another studio, and used the scenario of 'in-house researchers, cloistered and isolated, soon go mentally insane from their research topic' as the gist of their next game...
read 248 times
3/4/2016 11:47:13 AM (last edit: 3/4/2016 11:47:13 AM)
show user profile  Octopuzzy
I've played a lot with a flesh tearing simulation setup in Houdini recently.
I used the Visible Human Project as a base, which is basically images of a full human sliced up in thin slices so you get cross sections of everything.

I didn't have access to the actual data so i just grabbed a video of it and turned that into images resulting in 171 slices then turned that into a point cloud.

I wanted to give bones/fat/skin/muscles different properties, but the fat and bone had so similar colors in my source that I had to get a separate skeleton model and place that inside of the "scanned" data so what I have could certainly be a lot more precise if I got my hands on better data.

It's a bit hard to control it to the extent you seem to need, but I'm starting to reach some fun results..might post some examples when I output something.

Update: Pointcloud cross sections here

CrossSectionVideo




read 195 times
3/8/2016 2:56:56 PM (last edit: 3/8/2016 5:10:00 PM)
show user profile  Octopuzzy
Uploaded some flesh tearing stuff here https://vimeo.com/user37222023




read 158 times
3/13/2016 1:01:49 AM (last edit: 3/13/2016 1:01:49 AM)
show user profile  digs
hahaha, that's doomy as hell

can you recommend any learning material that led u to that point?
read 155 times
3/13/2016 6:30:40 AM (last edit: 3/13/2016 6:36:30 AM)
show user profile  Sir_Manfred
Nicely done, Octo



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http://www.Freds3D.com

read 154 times
3/13/2016 9:41:11 AM (last edit: 3/13/2016 9:41:11 AM)
show user profile  spoon
What a way to go ...


read 154 times
3/13/2016 9:53:33 AM (last edit: 3/13/2016 9:53:33 AM)
show user profile  Octopuzzy
Digs, I did this in Houdini, but it's basically particles with constraints between them so you might be able to get similar results with thinking particles in max.
As for learning material it depends on what you're after. Sidefx has a bunch of videos and masterclasses, youtube/vimeo has good stuff and of course there's lots of non free courses that's only a google search away.




read 149 times
3/15/2016 11:07:29 PM (last edit: 3/15/2016 11:07:29 PM)
show user profile  LionDebt
That was super slick, Octo! Nice work.


read 142 times
3/16/2016 11:21:35 AM (last edit: 3/16/2016 11:21:35 AM)
 
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