wildmax wrote: »
Nice stuff pepz
Druid based on concept art of Stefan Prüss
fusedgore wrote: »
Zedaxis wrote: »
moof wrote: »
Yes, more or less. Rather, you make the model, with the hair in mind, but the hair is a separate piece of work.
There are different ways of going at it, but imagine you have your face modeled without the hair. Then, imagine you've made a layer of texture as if the head was shaved more or less (but maybe more 'full ' feeling than that). Then add sheets of planer meshes with flat strips of hair, and you build it up, layer upon layer. Each layer will needs its own lighting focus, to represent where it is in the layers of hair (duller until fully lit, inner layers vs. out layers).
This is the skill part, to figure that out, and make it look nice.
Crazy dev stuff:
The big issue is texture sorting, which is not to have textures popping ahead of each other in some random fashion ( you'll notice this when transparent textures seem to appear ahead of each other, then pop behind, then back and forth very quickly. It's a huge technical problem, but easily understood as: the camera renders what surface it thinks it sees first). The other thing, is having it light properly. I thought http://simonschreibt.blogspot.de/2013/02/airborn-trees.html
had a very elegant solution to have to make crazy surfaces light evenly.
Just something to keep in mind
Beyond that, is artistic implementation, and how you handle these issues. I can explain more if you have questions, it's not easily understood in text. :poly127:
JoshuaC wrote: »
Had some fun rigging something today.
troystephens wrote: »
Mouth almost done than clothes.
Felixenfeu wrote: »
That crab is so awesome it made my day, and it deserves a repost.
I just realized he would make a good friend for my old box. Awww, they are so cute together.
Paul68Rageous wrote: »
Crossposting my new thread, hope you like it
You can vote for our mod Operation Black Mesa here: http://steamcommunity.com/sharedfiles/filedetails/?id=133377565&searchtext=operation+black+mesa