This looks like a good 3D model of an ordinary object, https://superhivemarket.com/products/paper-boxes?search_id=42311666
what I'm particularly noticing is those nice wrinkles. If I was doing this myself, I would probably have to sculpt those wrinkles by looking at reference material. But that takes a ton of time. Instead, I'm wondering if there's a simple physics setup I can apply to a smooth surface to create those wrinkles after like 200 frames.
Well, I don't want to flat out steal another artist's work, especially when the 3D market is so small in comparison to other markets, and also, the sculpting if it's manual wouldn't accommodate other different types of objects in a timely manner too, as a practical workflow skill, even though sculpting itself is still a good skill to have.
This is a good video of what I'm talking about, and why I think a physics-based answer would speed up my workflow: https://www.youtube.com/shorts/uLiFrMMFTU0 as well as other peoples'.
Hi Sid,
As you already mention, these are not pillows; doing this with Physics would probably take forever and not give a good result.
Also, don't get fooled by that video, that didn't take 1 minute to make, but more likely hours, experimenting and tweaking the Settings.
But once you learn all the physics from CG Cookie, you can expect to make something like a pillow in only a few minutes with nice wrinkles though, right? What I'm trying to avoid is spending a long time manually sculpting physical deformations like wrinkles, and what I hope is that the physics videos here on CG Cookie are what teach you how to do that effectively.
Physics are fun, but take a really long time to master and are rarely worth the 'trouble' of tweaking the Settings to get the result you want, for a still.
A bit like in real life, if you want to make a photo with two dice, showing two 6's, lying in a specific way, you are not going to throw the dice until you get what you want, put you'll just 'pose' them and take the picture.
Hmm, alright, if you're confident sculpting is the better way to go I'll stick with it, it just really seems though that if you want "physically" realistic wrinkles in every-day, ordinary objects, the physics engine ought to be able to assist you.
Another problem is there's not always reference material for what wrinkles "should" look like at your camera's angle with your lighting with your stack of physics positioned how they are, so if you're eye-balling it, it's potentially less than believable.