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The Labcoat by DrGravitas

The Labcoat

DrGravitas

What self-respecting doctor wouldn't have a labcoat?

Decided to try my hand at some more cloth sim work, this time with a labcoat! It wasn't too hard for the most part, but getting it into position with certain poses can be a pain. I tried some more advanced rigging systems for it but none were successful. Despite that, I think it turned out well! I successfully built pockets and buttons that will stay bound to the cloth as it deforms. I built a simple wire system on the base mesh that allows me to pull it shut or leave it flapping open. It even fairly quick to simulate.

Fur had a few challenges, mostly because some sections around the arms were actually slightly inside the model which prevent the mesh-based cut modifier from culling those hairs. Otherwise, what the mesh-based cut modifier couldn't take care of, a simple cull map could. There was a slight problem at first with the inner thigh missing its fur inside the coat, which could be seen through the flap. This turned out to be because the collision modifier isn't too bright about how it assigns the collision. I had been trying to use it bend down any remaining hairs that were poking out. Removing that modifier fixed it.

To get some depth on the coat mesh, rather than model a "thick" tube-like mesh I stuck with a flat surface and added a basic displacement map. The displacement process actually produced geometry in the scene, unlike a bumpmap, so the edges lose that flat-surface sharpness and we get thicker cloth without having to simulate it. This approach would probably have some downsides on really thick cloth and may mask some wrinkles, but works quite well otherwise.

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Visual / Modeling / Sculpture