Your alpha dots are too large and close together, so the shell trick is breaking down on the extreme angles (the edges). Try running a maximize filter on your alpha map (it shrinks all white portions by single pixel increments) or just repaint them with smaller dots.
That's an interesting way of doing fur. Never thought of that method before. it seems to work for very short fuzz. I recall seeing something like that before in Shadow of the Collossus, but that one had multiple layers on it.
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What exactly is going on here? Have all of the faces been extracted outwards and given an alpha?
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Yes. Often called shells. I remember reading an old tutorial on how to make grass this way, back whenever 3ds max 4 was out. Basically aply the same alpha to a couple instances of the fur model with a push modifier added.
Yes this thread is for bunnies of all kinds, zombie bunnies, cyborg bunnies, playboy bunnies.
Here is the concept I worked off. It's Tarwaters, once again I repeat IT'S TARWATERS CONCEPT! and Bobo taught me how to do the fur Big props to Bobo. Next up is the Bear!!
Here is a trick. Instead of just pushing it outwards, use soft select to "comb" the verts in the direction you want the fur to flow. Much more convincing as fur that "flows", which is the majority of animals.
Slowly sketching away... I'll update as it gets updated. Started with the girl earlier today then saw this thread. The rest will be bunnies or bunny like things.
Yeah, I've noticed that... objects in the back will jump to the front and random crap like that. Perhaps I could take care of this stuff in Max, if I had any Idea how to use the program. There's nothing wrong with using both program's strengths,
Actually there is some way to prevent that with the help of
the nvidia Maya CG Plugin and some shader but dont ask how
exactly, its been a while since i worked with Maya. For
the game engine thats something different, or at least i dont
know an engine that is able to do the sorting correct.
Replies
nice man
Looks cute.
BUNNEHS FUCKYEAH!
Those cute little faces make me just want to grab those little bastards and punt 'em.
That's an interesting way of doing fur. Never thought of that method before. it seems to work for very short fuzz. I recall seeing something like that before in Shadow of the Collossus, but that one had multiple layers on it.
Well, atleast its not a furry gargoyle penis .
What exactly is going on here? Have all of the faces been extracted outwards and given an alpha?
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Yes. Often called shells. I remember reading an old tutorial on how to make grass this way, back whenever 3ds max 4 was out. Basically aply the same alpha to a couple instances of the fur model with a push modifier added.
Bunnies look nice and fluffy.
furry gargoyle penis
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since when do they have fur? at least i leave them uncut like they should be!
In speaking of fur effect with grass, I also overdid that once. Render sorting issues made ranger look severed in half, though
Unfortunately, furgrass eats more fillrate and makes grass look more artificial than grass.
Working on a body for this old head. Josh wanted me to ask everyone to post their bunnies! (not random non-bunny crap)
- BoBo
Here is the concept I worked off. It's Tarwaters, once again I repeat IT'S TARWATERS CONCEPT! and Bobo taught me how to do the fur Big props to Bobo. Next up is the Bear!!
Here is a trick. Instead of just pushing it outwards, use soft select to "comb" the verts in the direction you want the fur to flow. Much more convincing as fur that "flows", which is the majority of animals.
B is just pushed, A is pushed then "combed"
Cool thread.
trying it in maya would do your head in wouldn't it?
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What do you mean? Is it a real pain in Maya?
maybe ill finish the mesh later meh, NOT
This started out as a bunny, but the initial design was ugly. I took a slightly different take on it this time.
It still looks like... a bunny... sorta
maya has alpha sorting issues
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Actually there is some way to prevent that with the help of
the nvidia Maya CG Plugin and some shader but dont ask how
exactly, its been a while since i worked with Maya. For
the game engine thats something different, or at least i dont
know an engine that is able to do the sorting correct.