All the cloth in this demo is using a custom physics component I programmed for Unity that uses the classic spring mass aproximation to simulate cloth behaviours. It is able to solve physics either explictily or using more complex aproximations like RK4 or simplectic euler. It is also prepared for computing wing forces and penalty forces resultant from collisions using a completely implicit aproximation to achieve a more realistic feel.
Classic animations have also been made for this demo, some of them have been taken for mixamo and have been manually modified in order to match the movements of the character in this demo. Others have been completely done from scratch.
The second strong part of this project, along with the procedural animation part, is the 3D art, in which I have worked a lot. All you can see in this demo is not only modelled by me, but also texturized and baked by me, execpt for the jars and water material. The character is completely sculpted, modelled, rigged and skinned by myself, you can check the model and the high poly baked mesh in my Artstation. Much of the materials have been made by making high poly models esculpted in Zbrush, making them completelly unique.
The real goal of this project is to integrate the physicals components I programmed within an interactive context, being the aforementioned a cloth behaviour simulator and a elastic solid simulator. As I am also very much into 3D art, I thought it was a good Idea to mix these two expertises on one single project. Maybe they are not very similar topics, buit the mix between these two will always have a great aesthetic impact.
You can download these components as plugins here and use them in your own Unity projects: https://github.com/AEspinosaDev/Cloth-Behaviour-Simulation https://github.com/AEspinosaDev/Elastic-Behaviour-Simulation
You can check the character and level 3D designs in my Artstation: https://www.artstation.com/artwork/o2Pxqw