Hi all, long time lurker. I looked around and found some examples of someone attempting this in Blender (in like 2007) but no recent examples. Here's where I'm at:
I wanted to see if it would be possible to quickly bake something very complex (like FiberMesh fur/hair, for example) to a fur shell. The idea would be that each face would only receive alpha information from the parts of the object closest to it. My first attempt, baking alphas from a skewed cylinder onto the planes:
Not what I was looking for. I figure that the baking angle is determined by the face normal, so I fiddled with the normals for a bit (with little difference) and then I tried extruding each of the planes out into rectangles and baking:
This is... weird, but a bit closer to the desired result. Finally, I tried using a different baking process, height, and using the height map as an alpha. After messing around with it in photoshop for a minute, this is what I got:
Yikes, but still it feels like I'm on the right track, although I don't know where to go from here. Has anyone tried this before, and if so, what am I missing?
(btw i've seen the fluffy fur tutorial and the Ryse Moss tutorial, I know that's how you're supposed to do fur shells. I'm pursuing this method because I want to get closer to the
combed look of the shells in SOTC)
EDIT: wow, I think I might have found the solution! From this wonderful tutorial by Andy Bruning:
https://cdna.artstation.com/p/assets/images/images/003/041/788/large/andy-bruning-lion-tutorial.jpg?1468891162'Make the fibers (or whatever you're using) gradient from root to tip, then bake a diffuse map and use curves in photoshop to create seperate alphas.' Makes sense, and I'll edit this again if it works out. I'd still appreciate any comments on the subject that might save me a headache.
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i've not followed this development but shots like that of the revamp https://media.playstation.com/is/image/SCEA/shadow-of-the-colossus-screen-01-ps4-us-08sep17?$native$ to me make it look as if they resort to just using alpha cards/strands nowadays. i think the furry parts on the last guardian creature's head are done the same way - with cards (over a matching fur texture on the body). styling that is rather trivial.
not played any of these up close, just looking at videos here though.
You're right, the only thing most AAA games seem to use fur shells for now is stuff like jacket linings and so on. Yes, TLG used cards for the feathers. As for the SOTC remake, those don't seem like cards, or at least not JUST cards... if I didn't know any better I'd say they were fibers :O I'll have to look into it!
i have no experience with it but it seems to allow a mix of cards and strands: https://cdn.wccftech.com/wp-content/uploads/2015/03/Dawn-Engine-4-740x416.jpg