Minor update on the fins and shells furballs. It's likely the last one before I wrap up the hair cards system because I'm getting way too sidetracked. They're so fun! I really like the look of the fur, it's so fluffy I want to pet it. I managed to further improve their look, but they still have the obvious fins and shells…
Tiny update. Still making progress on the cards, but in the meanwhile that fur breakdown thread got me having silly ideas. Many unknowns, I'll only be sure it works when I get it into an engine, but I'm wondering about what vertex color is normally used for in creatures and clothing, because I got some interesting and easy…
Thanks! I have no idea of what I'm doing, haha, just chasing approaches to get the artistic results I want with the least pain possible, but it's fun. ----- Thought about two alternative approaches for the base layers thing and made some progress. I'm pushing it to absurd degrees to see when it breaks and I think it's…
Aren't they fun?! I have no idea how I can use that yet besides hair, but I definitively want to use this kind of pattern somewhere else, clothing, architecture (I have a weak spot for brutalism), something. Thanks for the designer name drop, I loved his work! ----------------------- No showy progress today. Took care of…
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.…
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…
Yes! How aggressive it is depends on the level, a bit like how the alpha is automatically generated by level too. Keeping lower levels more opaque looks better in general, and helps to hide the frizz, it's the tips which are problematic, so they got a heavier alpha subtraction by fresnel. This is how I'm adjusting the…
Thank you, good catch! I used to be more attentive when reviewing messages. 😆 ------ Tiny update just to say there's one! I scratched a hair alpha directly in Blender with a mouse and no stabilizer to better understand the type, scale and amount of variants I need for each type of hair layer. Looks better than I expected,…