What a great threadname to begin with...
I am an aspiring character artist,
and as an character artist we all have to get some hair textures for our characters of course...
Actually to get some good and naturally looking hairstrands you either have to use:
1. Maya + Xgen + Arnold, then correct lighting etc etc, and than bake that on a plane
OR
2. paint yourself some hair
Because it takes so much time i decided to create an hair-texture-generator inside an BROWSER in which you can define:
- Hairwidth
- Strand count
- density
- color
- weaviness etc etc..
That is my current stage (ignore the wonderful ui here):
That is some textures it generates:
please let me know what you think about it
Replies
- UI
- responsive design
- changed code base for better maintenance (angular)
unfortunately no, because it is still in super-alpha stage and i have no hoster atm.,
however i will announce it when it is online
Would love to try it out whenever you feel it's ready.
One thing I'd love to see is pretty strong clumping parameters. For any character with wet/oily/dirty hair, or basically any animals, having realistic clumping is important.
exporting other maps like normals etc is also on the todo list, even if i am not sure how i will get the desired results
Yeah that "aliasing" is something i have to fix too.
https://docs.unrealengine.com/en-us/Resources/Showcases/PhotorealisticCharacter
Hair implementation varies between engines. Unreal does it like in the link, but I know, in Toolbag, you can use normal map too, while the Unreal one doesn't even allow you to use one.
I think you should add dilation too. So The edges of the non opacity textures can be expanded.
i was short with time because of other stuff i had to do, i am also evaluate if i use another language than javascript because when i would "bake", i had to "fake-bake" it, because of the lack of real 3D and lighting.
For now, here have a Santa Claus Beard texture
From now i can work on that project again, and will keep updating this thread.
I updated the internal code which generates the hair strands to increase performance, but its still in super-alpha mode, so still no early access here.
1. Rebuild that whole thing from ground up to provide real 3D, so the output will be real usable 3d maps
2. Tapering (finaly)
Albedo without tapering
Albedo with tapering
Notice: no recalculation of strands done here, so the form of strands will stay the same, only the taper will change,
you have full controll on how strong the taperis and on what positions it will happen
Normal (with tapering)
Define the shape of the haircard it self via controls (like guids in xgen)
Notice: the controlling will be improved, so just "overlook" that
Straight Shape
Curved Shape
The Controls basically represents the shape of the left-halv side of the hair card itself
To fully understand the "shape-thing" have a look at this "Shape3":
- cards can be manually placed by hand, so no restrictions here
- cards can overlap each other
- and of course the "usual" basic stuff is also adjustable (Strand-thickness, albedo-color, strand count)
Let me know what you think.
Of course i will add more maps, add a cutmodifier as suggested and much more.
Cheers!
Currently, I am working on something different, but for now, I paused that project!
I will post here as soon as I will begin to work again on it