Eric Chadwick said: Turning it into a gifv is a clever workaround, thanks! I edited the post with the new link. ------ I'm doing the nodes equivalent of refactoring code, still a work in progress, but I got a few interesting things to show. Technically I already can easily create hair with them, I just want to wrap up some…
To kickstart the thread, a sketch from a while back. It's fanart from an old anime, Lodoss. Dynotopo sculpt from scratch in Blender, I used it to figure out how to use curves for hair for this kind of clay bust, also to come up with a quick and flexible way to setup the base material so these busts look pretty. Blender…
I got the first unglamorous proof-of-concept of actual hair cards. I'm still hooking up all features, it's a quick check of the basic functions and the uv system. The core nodes creating them are the same I developed using the groom hair version, just adapted for what I need in cards. This is why I'm going all the trouble.…