Ok well I remember reading a while back that the guys who made gears of war used HAIR FX to render out there hair for there characters, basically using the same methods of max render to texture with the hair modifier but with more bells and whistles.
now the thing is I have looked around for a version of this program and have not found any sort of trial version it, so I dont want to spend money on a program I dont even understand.
has anyone played with this program at all?
OPTIONALLY:
Does anyone know a better method to do low polygonal hair other than hand painting and using max's hair/fur modifier (IE Other method/ work flows that work best?)
Replies
@ work we're trying to get a real next-gen effect for hairs, with real time physics, anisotropy and based on a spline rendering system. I'm not sure I can say/show much atm. But SOON :]
at the same time anisotropic highlights and the new lighting and postprocessing systems imo only expose the tricks you could get away with earlier. now you can get nasty seams everywhere and floating, blurred hairplanes for free! not to mention the good old problems in interaction of the haircut with a heavily alpha-mapped background are still around. this gen so far does seem to suffer from a very bad hair day syndrome. *sigh*
i saw that character's hair posted up above in GoW's editor a couple of days ago and it stood out as a fake like nothing else. only the dark haired guy's similar style worked ok.
good luck with the spline rendering approach, hopefully it will not be programmer art in the end.
never seen good results with that (What do you suggest with everything as far how to go about that?Other than vigs mini tutorial ? )
Or you keep it cropped short for the most part.
The hair in GOW is all unlit 1-bit alpha as far as I can remember - you can't have a lit alpha material on a skeletal mesh- so thats why the lighter hair looks worse than the darker hair.
1-bit/punchthrough/alphatest saves you from a load of issues.
Man it seems the people who can hand paint hair still have the advantage here
[/ QUOTE ]
No. The people that learn to use the new tech to make good hair have the advantage.
[ QUOTE ]
Man it seems the people who can hand paint hair still have the advantage here
[/ QUOTE ]
No. The people that learn to use the new tech to make good hair have the advantage.
[/ QUOTE ]
well god damnit share , because so far sculpting hair, and spline modeling it aint working well!
I have yet to see "next-gen" hair that looks better than these hand painted ones from FFXII.
I don't know if this is an actual in game screenshots... but if it is, I wouldn't be surprised if her hair is simply hand-painted with a lot of finesse.
It is more the engine's lighting issue, that makes alphablend very ugly to handle. If a pixel is always solid you can just multipass, read depth whatever. But once its transparent it makes it much harder to deal with. Hence many late engines with complex shading try to get around using it. So it's less a particular hardware, more the general way how something is approached. (besides floating point blending is still slower, then with 8-bit targets)
so its not like latest card are "worse" than the aged, its simply the load of work + higher precisions + lot more complex shading, that is the result of it being "worse" compared to the other rendered stuff.
Yeah well thats all fine and dandy, except you completely missed the point of the thread, how do you make good looking hair on hardware that cant do alphablend?
[/ QUOTE ]
Then do solid textured hair. You can do whatever hairstyle you like... it just won't have a soft feathered edge.
Yeah well thats all fine and dandy, except you completely missed the point of the thread, how do you make good looking hair on hardware that cant do alphablend?
[/ QUOTE ]
Guitar Hero 3 has alphablend on all of our hairs. We have the occasional issue with sorting with DOF, but other than that we have the sorting issues solved. However, using alpha in the hair is way more expensive on the GPU than using 1-bit alpha. Basically it's exactly like CrazyButcher said.
Question is, are these hair transparency maps really painted using gradual shades of black to white? Or is it some kind of super efficient filtering technique applied to pure black and white 'mask' maps? I know the effect usually produced by so-called 'classic' filtering on masked textures which gives a kind of transparent, rounded corners look but I don't see this at all in the screenshots posted above. Ideas?
Check out an example from Humus:
http://www.humus.ca/index.php?page=3D&ID=61
We don't have this in yet, but apparently it's very do-able. Not sure what FF uses, looks softer than vanilla alpah-test though.