View Full Version : What is the best way to model realistics eyelashes?
06-27-2005, 09:36 PM
What is the best way to model realistics eyelashes? Below is the eye I have so far, but should I model eyelashes piece by piece for the best realistics or is there a beter way.
(I have tried to use UV mapping to color and a second one mapped to the alpha channel, but the blue background shines through the lashes instead of the skin (as if the face doesn't exist)... so after 2 hours of struggling no good result yet)
(WIP thread at: http://www.elysiun.com/forum/viewtopic.php?t=44647&postdays=0&postorder=asc&start=15)
06-28-2005, 05:23 AM
it depends on what kind of renders you will be doing with this character, but the easiest
way is creating a plane across the eye for the top and bottom lash, and apply a texture image
on that plane with an alpha channel, if you plan to do close ups such as the one in your
example, i would model them out
06-28-2005, 07:31 AM
Ok thanks, I'll give it a try to model the lashes piece by piece and by using duplicate.
I've tried the UV mapping / alpha channel, but it didn't gave me a good result... I think it's more something I'm going to use for modelling the hair.
07-16-2005, 03:15 AM
In Maya, paint effect may be a good idea.
But in game, alpha chanel may be better.
This (http://www.3dtotal.com/team/tutorials/siquier/eyelash1.asp) seems a good way but surely there's a faster way to create the lashes.
Someone know what the commands would be to a Max user to constrain along the first spline, then just scale and slide out copies along to fill out the lashes? :P
07-16-2005, 11:03 PM
I noticed in his wip thread that he is using nurbs. So I don't think he's making it for a game. Games don't use nurbs, they use polys - at least that is what I've experienced to date... Since it isn't for a game (I assume) he might as well model each eyelash. I wouldn't imagine that a plane with an alpha channel would be very effective. By modeling each hair separate, he can control the specularity on each hair from different camera angles - hence more realism.
07-16-2005, 11:03 PM
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