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MrFusion
07-12-2002, 04:57 PM
hi all,

does anyone have any advice tips on low(ish) poly female
in-game hair ???

just finished a female model and would like to get away from the `plastic` hair look...

looking to have varying hairstyles from short to med-long and would like it to look and move...

been thinking of

hair cap with hair sheets + alphas
animated UV`s
animated verts

any suggestions ??

tia

-mf-

awnold
07-12-2002, 08:01 PM
this guy is around the forum, dono if it helps but look at this hair, the other models as well..

http://hypnotix.com/code/gallery_outlaw_volleyball_lizzy.htm
those are just planes with alpha im guessing,


the other models hair looks like solid geometry

http://hypnotix.com/code/gallery_outlaw_volleyball_summer.htm

http://hypnotix.com/code/gallery_outlaw_volleyball_shawnee.htm

http://hypnotix.com/index.html

Neil
07-15-2002, 09:18 PM
Does anyone know what they used for the latest FF game hair? It looked like poly meshes, but then again, it was too detailed.

chrisdejoya
07-19-2002, 08:39 AM
Looks like polygon strips with alpha maps to me. Actually dropped by this thread hoping someone would have an answer, but my best bet would be on MF's suggestion: alpha maps + animated verts. and if the hardware supports it, bump mapping.

tpe
07-22-2002, 08:24 PM
You could also have a look at the werewolf on the nvidia demos site, it has polygonal hair and a couple of shaders that work well, and if you dont intend covering the whole body in hair (as in the demo) you may be able to get it down to a realistic polycount.

tpe

suck
07-23-2002, 11:09 PM
well there's hair and then there's fur. the werewolf is fur, which is more of a volume solution than hair. it's done by extruding edges normal to the surface of the scalp, alpha mapping them, and then using a series of "shells" around the scalp that are alpha mapped to a particular depth of fur. this way, when you look at the fur in profile it appears spikey, and when you look at it straight on it looks, um what's a good word... like fur? there is an nvidia demo using a bunny that outlines the method. they do it with an approximation of a 3d texture but it can be done with 2d textures all the same.

hair on the other hand is a little harder and more varied in proper approaches. strips of alpha mapped quads do very well but sorting can be an issue for many game engines. personally i think that solid snake's mullet in mgs2 is impressive, along with the ffx characters. raiden's hair in mgs2 has solid dynamics, but as you'll find out when trying to do hair with this style, blond is tough. black is by far the easiest as you can simply paint the map almost entirely black (or dark, not 0,0,0) and just have a bit of specular hilighting in texture to sell the effect. lighter shades are much more difficult to capture accurately, since the interreflection of light in hair is very complex.

my advice is... mess around with alpha mapped strips and realize that there are certain styles/colors that are really difficult to capture... so play to the strengths of the technique and make styles that work. there doesn't seem to be any one magic solution to all hair styles, so a lot of hard work and trial and error is probably in order to have nice results. good luck.

ben
scea

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