[Moderator note: original author requested their account be deleted. We're preserving this topic for it's overall usefulness, and scrubbing their name per their request.] So, I've been spending the last week trying to learn a workflow that won't get obsolete in two years time when the new consoles are well stablished and…
Sooner or later there will be something they call alembic hair.. something similar you see on offline renders today. This tech is under development and it is not ready for in-game use to this date, tho. Play with it if you are looking for next-next gen :) Until then - hair cards has to do the trick. For example Maya Xgen…
Nah, I wouldn't go with fibermesh. That's inflexible (can't change shape of fiber geo nor number of strands generated once created). I'd look into generating hair geometry from a hair system or grooming it based on geometry. It all depends on your chosen software. Ornatrix, possibly Hairfarm, maybe xGen, definitely…
Hey when I said don't bother with textures first what I meant was do mockups for the shapes you reckon will be needed to pull off the hairstyle - and slap them onto your geometry first thing. Should have been clearer about that I know. I'd never recommend just doing geometry and adding textures much later. You'll need to…
What's desperately needed to open up new possibilities for hair in my view is mainly to make the whole process much faster and hairstyles more adaptable/reusable. For now like Obscura I'm sceptical that the groom approach - tasty as it may look - can really substitute hair cards in this upcoming 'gen'.I think it may end up…
fibermesh is simpler to use, so if you are just starting out and need to understand the overall pipeline it will do to get started with learning. But if you are going to be doing this very much at all, listen to the experts here and go for a more flexible tool.
Yes. Though the placement doesn't need to be fully manual. Some engine has own solutions (see the new Unreal Engine hair tech, and Frostbite has something similar too ) but it doesn't really look like those are targeted towards games that runs on low spec systems. I doubt that those tech can be used in "mass". Like open…
You will know it only once you applied textures and shading. Then you'll see how is the density, overlappings, clippings etc. The 2 divisions along the planes seems unnecessary and unproportional compared to the general density of the geometry. I mean there are much less silhouette geo than this so the planes are visibly…