Thanks guy, much appreciated. It has been a long time indeed. @bkost Not for this one - baked in Marmoset. Not expecting much I only recently checked out baking with Blender and looks like from now on I am definitely going to use it (the baking environment that comes with Hair Tool). Should speed up things quite a bit!
Here are a few shots from Marmoset of something I'm currently busy with - The head is just a random doodle of mine I had laying around but the hair was transferred from an entirely different mesh I'm actually working with (Daz 3D). I'm quite happy how that turned out (via surface deform). Some minor bugs still need…
cheers eric. yes, alpha to coverage is the tech term i knew it under. haven't heard that one used since the PS3 era however. only time outside marmoset i encountered this was in inhouse engines and not quite with that quality but it seems unreal will now receive it too. but it's not like cutout is totally unsuited either.…
I've continued to style a bit and finally have converted my model from curves to geometry and optimized all the low-hanging fruit away. As a result it's now edgy in certain places, sitting at 38k prior to any proper manual optimization (my threshold for these hair meshes is 45k for the more complex ones like this one, so…
hey, there are no tutorials (for now, anyway). the shape of hair elements depends mostly on the kind of hair you're building. short works better with wide elements, long with narrow ones in my experience. curly needs tiled textures to work. and element does not mean just a single strip of polygons. you can model and…
i think for the start all that is needed is the ability to spray-paint objects onto surfaces (in blender that would be the domain of 'draw clones' from mifth-tools) and spline -> geometry conversion which is standard in 3ds max and blender. then any tutorial should fly really. you'll of course find some info about…