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  • [[File:Unity-blender-skin-structure.png]]
    4 KB (699 words) - 21:02, 1 February 2016
  • ...skull and a human one. By starting with the model of an hybrid skull, the skin and muscles can be added later.
    962 bytes (127 words) - 15:01, 28 September 2016
  • ...h the rest of the skeleton. Another question is: will the hand be cover by skin, or is it directly the final surface? With tendons visibile, an "écorché" ...ure and mesh is based on vertex groups'names (hopefully). Therefore, i can skin only the right side of the skeleton and mirror it once done. And save a lot
    33 KB (5,003 words) - 00:11, 12 April 2016
  • ...utube.com/watch?v=RHySGIqEgyk SIGGRAPH 2013 - Implicit Skinning: Real-Time Skin Deformation with Contact Modeling]
    6 KB (977 words) - 18:21, 16 August 2016
  • ...of the avatar, because the musclar structure will define the shape of its skin.
    10 KB (1,489 words) - 02:17, 16 January 2017
  • ...researches made some time ago. It is also related to the relation between skin and fasciae in anatomy, see [[#fasciae|this chapter for more details]]. === soft skin approach ===
    10 KB (1,339 words) - 10:47, 22 August 2018
  • Implementation of [[Tech:Softskin|soft skin]] research.
    5 KB (737 words) - 13:04, 21 October 2018