This tutorial started as part of a “how’d they make that?” GSG Live Cast but it seemed fun enough to evolve into a full fledged tutorial.
This tutorial is inspired by the work of CROWD Studio and TAVO‘s amazing animation for the ADC 93rd Annual Awards of Art.
This tutorial covers a pretty specific topic, but inside it I cover a lot of tools you won’t normally see in your standard GSG tutorial so it may be worth your time even if you don’t think you’ll be needing some sticky goo inside a rock anytime soon. In part one I’ll show you some techniques for making a single volume mesh in the shape of a cluster of crystals or minerals. Robust clean models can be made this way using some tricks with dynamics, poly reduction, and the new bevel deformer. This has a lot of potential for very different structures.
In part two I’ll go through a bunch of different tricks prepare the geometry to be cut in two, then create and rig a mesh that looks and behaves like a sticky goo that is stuck to the surfaces of the rock. For this I cover some simple joint rigging, then move on to use the mesh deformer, smoothing deformer, and the pose morph tag to really sell the movement.