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View Full Version : Modelling wool *eek*


samartin
07-26-2005, 10:24 AM
Hey all,

As part of a project I've decided to devote myself too I have a question. This is a quick sketch of the style of character I am next going to model, but bearing in mind I want to keep it as a sub-D model how would you go about modelling the wool part of the body? I don't want to use sasquatch and that wouldn't do the job I don't think anyway.

So how would you do the body?

cheers

http://www.plop.info/stuff/MySheep.jpg

BeeVee
07-26-2005, 10:43 AM
I would use HyperVoxels... ;)

B

samartin
07-26-2005, 10:46 AM
Damn that is a fantastic idea !!!

cheers Ben :thumbsup:

samartin
07-26-2005, 12:28 PM
Only thoughts I've had with that is if I want to use F-Prime, I may want to render scenes with GI and LW is a tad slow for that level of rendering. So if anyone has any other thoughts?

A quick muckaround but the style applied for the wool effect isn't too bad and that's with HV's...

http://www.plop.info/stuff/Sheep3D.jpg

[edit]

OK I decided upon using the Normal Displacement tool in the object properties panel and this is the track I'm gonna go down. Cheers anyway Ben but if FPrime 2 does support HV's then who knows ;)

BeeVee
07-26-2005, 01:12 PM
I wouldn't have blends on between the voxels, and for hero shots, perhaps have some volume HVs in there too...

B
PS. I wouldn't be using GI to render this anyway - it's not as though it's intended to be a photorealistic sheep anyway. If you want to fake GI you could always use spinning lights and such...

samartin
07-26-2005, 02:08 PM
I may setup a proper lighting rig to emulate GI, no I'm definitely not going photo-real but here is a very quick sneaky while I work render :$ of what I am striving for :-

http://www.plop.info/stuff/Sheep3D_2.jpg

This is using the Normal Displaced object property method and then saving trasnformed...

telamon
07-26-2005, 03:08 PM
Why don't you use the good old metaballs? instead of HV.

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