Wow has it been another year or what. During a cleanout of old Unreal projects I found some screenshots I took while working on characters for 'Gylt'. 2018 vintage.
i'm halfway there with the hairstyle, kept some fibermesh where possible. it's about 13k triangles right now plus the rather unreal specific splines. aiming for 20k when finished. also a test for screen to gif. very nifty app:
i'm almost done with the layout now. hairline and ponytail will receive a makeover though before a test in unreal takes place. and since there were some questions: yes that's polygon strips, not some hairsystem, nothing needs to be baked or converted. textures are greyscale to make out easier where overlaps occur and to…
And in my sparetime I'm still committed to this model - I changed the neck/hairline recently, more detailed for one and the old one was casting nasty shadows in Unreal: Hair is also done now on this one. 'Lowpoly'-fied to about 32000 triangles (facial hair included). A good deal lower than what I get to work with in my…
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.…
John, let me know how that turns out for you. i'd be curious to hear if the shader makes sense to use on VR assets. last VR project i worked on did not use alpha masks for hair due to resolution concerns with the current generation of goggles. i put the question regarding normalmaps into epic's forum. curious to see if…
i had a look at the head epic recently put onto the unreal marketplace and saw that they placed a bunch of splines among the hair cards. i think this may be a nice tweak to have something glint with an offset from the main hair when lit to visually mess it up a little. with fibermesh that's a 5 minute job, literally.…
imported into toolbag today for a first look with materials. big shock because it all looked see through like an xray until i remembered that i had pumped up the alpha all the way in blender's material nodes while placing the geometry. so, had to fatten up all the hair textures. thankfully if you keep them as vectors,…