Hello everyone! Here is a progress which I have today.
I completely redesigned the wireframe to make it longer,puffy and curly. Made 3 layers for hair - 1st - base form, 2nd - curly, 3rd - small curls. But in next wip I want to add 4th system to make a connection of hair on the forehead more realisic. Happy viewing!
I am not a big expert on polyhair, but I will just share my piece of mind. The material is working very well in my opinion, I just think the way you are arranging and twisting the polyplanes is a bit akward in some places:
It works very well on the top of the head though!
Short curly and fuzzy hair tends to maintain their shapes quite good, without dashing in straight lines.
I am not a big expert on polyhair, but I will just share my piece of mind. The material is working very well in my opinion, I just think the way you are arranging and twisting the polyplanes is a bit akward in some places:
It works very well on the top of the head though!
Short curly and fuzzy hair tends to maintain their shapes quite good, without dashing in straight lines.
Hope this helps,
Yes you're right Thank you for this feedback.
I fighting with this errors Because have polycount limit and can't make them smoother with increasing polys, but I searching another way to fix this In next wip I will try to bake curly hair on flat polygons
The main goal - create game hair topology with 30-40k limit. Because modern games have this limit. So I fighting with a curves and hair layers There is no problem with cinematic hair which I can create much faster, because have a big experience with it .But game hair is more difficult goal Game curly hair ... So ofcourse I still search a best solution for it
Hello everyone! Here is a progress which I have today. Still searching the form. color, curly and etc I try different workflows and technics with Ornatrix, because now we working on amazing tool for creating game hairs
I would say the hair looks absolutely beautiful in shading but right now I feel some strands coming out too much is still a little awkward, mainly the one on the top right hand corner of the image and the strands at the bottom of the head start to look a little warps and quite stretched (bottom left hand side of the image)... but overall very well done man keep it up.
And now I working on a big Ornatrix tutorial You can be my patron on the Patreon and watch news about this tutorial and can get an early access when montage will be ready
Hello everyone! This is WIP P8 and the progress which I have today. So I started to create the environment for my Forester, he-he. Playing with Megascans and ForestPack is so fan Happy viewing!
Hello everyone! This is a WIP P10 and the progress which I have today. This is another world for the Forester project. I created this sketch in 3D-Coat. In the next - I will start to use megascans, speedtree and other softwares in my workflow to create a realistic render of this world. So wait the new wip from me
This is WIP P11 and I finished the character. Now will start to rig him and setup the pose.
In the video, I show the process of adjusting the skin and hair in the new Corona Render 1.7, as well as the retopology of some objects in 3d-Soat, texturing in the Substance Painter and setting up materials in the Corona render. Show using the textures for scuffs and dirt from the site Poliigon, as well as creating chains using the script BraidedHair. Combing the hair and fur in Ornatrix. Rendered on the Forrender.com farm. ( 2*Xeon e5 2670 56Gb RAM)
The noise threshold was originally set at 5%, as the developers themselves advise for Denoiser. But later I realized that I'd better render a little longer and bring the threshold to 2-3%, instead of using Denoiser. He did not like me very much. Still, the eye is pleasant more natural photo noise, rather than a smoothed picture. Especially if you put a threshold of 3-4% - the noise is almost invisible in 1:1.
Hello, everyone! Recently I did a test with Octane Render on the 11 GPUs on our renderfarm and I decided to recreate this cute animal which I created in 2016 So enjoy This is clean render from Octane without any postwork. Hedgehog modeling and sculpting - 3dCoat Fur and needles - Ornatrix plugin Grass - Forest Pack Render - Octane Hope you liked it!
History of this image: Once lying on a sun lounger and reading a book - I heard a loud clatter and rustling in the bushes And it was all accompanied by a loud champing, and the dog didn't understand - where her food disappeared. I looked into the bushes - and there is a cute hedgehog here, so sweet and champing. All the food was stolen from my doggie Inspired by everything that was happening - I created this hedgehog. I created the first version in 2016
I want to show you the amazing project in which I made hair grooming and shading. Concept, animation, animal modeling and hair simulation by IXOR VFX (Athens,Greece).
I did previz on the Forrender.com Renderfarm
I'm glad to been a part of the amazing IXOR VFX team. Guys you're awesome! So happy viewing!
Replies
Hello everyone! Here is a progress which I have today. Still fighting with form, long and puffy.
HiRes --- https://www.artstation.com/artwork/QwOW3
Happy viewing!
Hello everyone! Here is a progress which I have today.
I completely redesigned the wireframe to make it longer,puffy and curly. Made 3 layers for hair - 1st - base form, 2nd - curly, 3rd - small curls. But in next wip I want to add 4th system to make a connection of hair on the forehead more realisic. Happy viewing!
I am not a big expert on polyhair, but I will just share my piece of mind. The material is working very well in my opinion, I just think the way you are arranging and twisting the polyplanes is a bit akward in some places:
It works very well on the top of the head though!
Short curly and fuzzy hair tends to maintain their shapes quite good, without dashing in straight lines.
Hope this helps,
I fighting with this errors Because have polycount limit and can't make them smoother with increasing polys, but I searching another way to fix this In next wip I will try to bake curly hair on flat polygons
The main goal - create game hair topology with 30-40k limit. Because modern games have this limit. So I fighting with a curves and hair layers There is no problem with cinematic hair which I can create much faster, because have a big experience with it
.But game hair is more difficult goal Game curly hair ... So ofcourse I still search a best solution for it
Hello everyone! Here is a progress which I have today. Still searching the form. color, curly and etc I try different workflows and technics with Ornatrix, because now we working on amazing tool for creating game hairs
Happy viewing!
https://www.youtube.com/watch?v=UAn-liY2bxM
What have you done the hair in/with?
A little breakdown here
https://www.youtube.com/watch?v=KQNnuXNfKAc&index=10&list=PLFEKrClvOF5Jk2Tpuy7OI045qHsAPK0bj
And now I working on a big Ornatrix tutorial You can be my patron on the Patreon and watch news about this tutorial and can get an early access when montage will be ready
Hello everyone!
In parallel to dreadlocks, I began to create this hairstyle for gamedev
Polycount - 7 746 Tris
Soft - Ornatrix, 3dsmax, Vray
HIRes --- > https://www.artstation.com/artwork/o1wnm
More renders + mini-guide + turntable here --- > https://www.artstation.com/artwork/lnA2O
https://www.youtube.com/watch?v=0kT0n6irRU8
^ Did u make that female bust?
More HiRes renders HERE
https://www.youtube.com/watch?v=0qxFoWRw9eU
https://www.youtube.com/watch?v=H55Ql2-w4Tw
For example, in this video I used it for sculpting
https://www.youtube.com/watch?v=efwvuthCp-0&list=PLFEKrClvOF5JdB1ucpJuPA4-OUBOca9eJ
https://www.youtube.com/watch?v=UAn-liY2bxM
https://www.youtube.com/watch?v=4sCuipaTe8M
Hello, everyone!
This is WIP P11 and I finished the character. Now will start to rig him and setup the pose.
In the video, I show the process of adjusting the skin and hair in the new Corona Render 1.7, as well as the retopology of some objects in 3d-Soat, texturing in the Substance Painter and setting up materials in the Corona render. Show using the textures for scuffs and dirt from the site Poliigon, as well as creating chains using the script BraidedHair. Combing the hair and fur in Ornatrix. Rendered on the Forrender.com farm. ( 2*Xeon e5 2670 56Gb RAM)
The noise threshold was originally set at 5%, as the developers themselves advise for Denoiser. But later I realized that I'd better render a little longer and bring the threshold to 2-3%, instead of using Denoiser. He did not like me very much. Still, the eye is pleasant more natural photo noise, rather than a smoothed picture. Especially if you put a threshold of 3-4% - the noise is almost invisible in 1:1.
Hello, everyone! Recently I did a test with Octane Render on the 11 GPUs on our renderfarm and I decided to recreate this cute animal which I created in 2016 So enjoy
This is clean render from Octane without any postwork.
Hedgehog modeling and sculpting - 3dCoat
Fur and needles - Ornatrix plugin
Grass - Forest Pack
Render - Octane
Hope you liked it!
History of this image:
Once lying on a sun lounger and reading a book - I heard a loud clatter and rustling in the bushes And it was all accompanied by a loud champing, and the dog didn't understand - where her food disappeared. I looked into the bushes - and there is a cute hedgehog here, so sweet and champing. All the food was stolen from my doggie Inspired by everything that was happening - I created this hedgehog. I created the first version in 2016
Hello everyone!
I want to show you the amazing project in which I made hair grooming and shading. Concept, animation, animal modeling and hair simulation by IXOR VFX (Athens,Greece).
I did previz on the Forrender.com Renderfarm
I'm glad to been a part of the amazing IXOR VFX team. Guys you're awesome! So happy viewing!