Hello everyone!
I'll cut straight to the point! I'm having a problem with my low poly hair: basicly I'm seeing hard edges on my hair. It's driving me nuts! I was trying to rotate planes so they could cover each other but it does not seem to work. Densening planes, kinda helped by hiding some portions of it (I think so any way
), but it's still not enough.
Do you have any suggestions?
Thanks in advance, and have a good one!
Replies
Game engines sort transparency better than 3d softwares, so sorting is usually an issue that can't be avoided.
Sort order is determined by newest vs oldest vertex created.
Aside from sorting, I think the shading/rendering of the hair could also be an issue because of vertex normals. If they are all aligned in world z, they might reduce the dark pockets. This is usually done for foliage so they shade to the world vs self shade.
do you really need that curvature from root to tip in the hair strips everywhere in the top section? might be worth a try to create the top with a solid underlayer that provides the volume and dress it up with a layer of fairly flat floating planes to minimize the issue. then you will have less of an issue with the viewing angles and more polygons to spend to mask the gaps between the strips.
the sides and rest of hair can then be done the standard way.
Well yes, I did transfered vertex normals from sphere. And yes, I'm going to use this hair in game... For presentation purposes.
thomasp - you are completely right! I'm using UE4 with their shader, and I made these screenshots looking right down the flat tops.
I'm not sure if I understand you: do you suggest to just paint solid white on the bottom of hair strips... or make hair cap with some solid color?
But what's the point of aligning them if I transferred them from a sphere? The problem is, transferring vertex normals does not solve the dark pockets problem.