These are done in a 'deformed' style. It's still life-like in detailing, but the proportions are more like a caricature than a realistic portrait. If you don't like the style, you aren't going to like these.
I like what they've done here, particularly with Kong. He stands about 5" tall without the small base, while Skullcrawler is closer to 6". Kong has an oversized head for his body, hence the 'deformed', but the detail work is pretty amazing. The fur flows and layers, and the texture work on the mouth, including the tongue, lips, and roof, is excellent. They eyes are glassy and reflective, and the pose and expression are pure, unadulterated rage. The scars on his chest are deeply cut, and he's grasping a propeller from an unfortunate vehicle in his left hand.
Overall - ***1/2
Star Ace is producing a variety of items for the Monsterverse, including a very cool looking 12" Kong. These new deformed designs are interesting, and should be popular with those into the style. The sculpting detail and paint work are certainly well above the norm for this price point, and I'm hoping they continue it with the 2019 Godzilla film, considering all the excellent monsters they'll have to choose from at that point.
Well, my CPU is 4x stronger than GPU, tested in rendering. So, I guess, for me the real time mesh deformation would be faster with CPU.
However, what method do you use, scorpion - could you post a tutorial?
The easy way:
Fake it: A car part can deform a very few ways : bends from the side or front. Some parts can only bend in front.
As you can have many parts on the car, multiple levels of easy deformation on the car might even look better than hard way ones.
Besides, it could run in various environments without too many errors,or unrealistic end results!
It uses two instances, meaning two cores and no ms lost in game.
You can use any bpy modelling tools. Instead of cutting , deform.
If I can create a whole 646464 cube world with shading (and physics) during game play, a car shouldnt be that hard.
I have a very simple problem: I have a icosphere mesh rendered with OpenGL and I want to deform/stretch it. But it has to be a real-time process because the deformation is generated when user drag'n drop a part of the mesh. The idea is to let the user models the shape like a ball of play dough.
I already tried the biharmonic deformation functionality of libigl. The results are good but the performances are terrible, far from real-time.I also look into Bullet Physics and its soft bodies but it seems they are just elastic and return to their initial shape when you release them. I need to keep the deformed shape.
Should I expect that the contour deformation will work in essentially the same way as in the one variable case? In particular, do I get Cauchy's integral formula for general contours as in the one-dimensional case?
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