View Full Version : Bunny like animal
BananaSalat 01-09-2006, 06:47 PM Hey ho
I thougt its time to do a model again.
Its some kind of a bunny like animal.
292 tirs with hair
1x 512x512 diffuse map
2x 128x128 hair diffuse and hair opacity
http://mitglied.lycos.de/dgfdk/hpbimg/hoppel.jpg
Its still WIP but I already rigged it and the model is finished as well.
I only need to do some more texture work.
Tell me what you think.
Thanks
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2scale
01-09-2006, 07:06 PM
I like the design. Simple but not simplistic. But I dont see fur or hair for that matter on your render? It just looks like a clr map has been applied. Anyhow, I do like it. Keep it up.
J
YerEvilTwin
01-10-2006, 07:01 AM
the hair blows. Use twice as many layers and use a finer/smaller dots. Move the eyes down too.
SHEPEIRO
01-10-2006, 12:45 PM
i would say that the hair is pooh too, as yereviltwin said, boost the layers, up, but id say make the hair sizes larger and softer (slightly) as well as the distance away from head(length), try both and see what works.
BananaSalat
01-10-2006, 08:27 PM
Hey cool thanks for the critics.
I will will try all your suggested thougts.
Thanks again
BananaSalat
01-11-2006, 08:50 PM
Hey is that better ?
http://mitglied.lycos.de/dgfdk/hpbimg/hoppel2.jpg
2scale
01-12-2006, 01:03 AM
Even though I like the design. I think that fur blows. Sorry. It looks like a dotted cut out line around the head. If your going to make fur. Make fur. Either real fur using whatever software or Piant effects, or some geometry with some ramp shader on it to actually give it some depth. But I think in this case because of the style your going for you should look at using a velvet shader or some simulated fur sub surface scattering shader. It will give the model the look of softness of a stuffed animal similar to your char design. The render times are mach faster than either Fur textured geometry or paint effects. If you dont know how to create one go to highend 3d. There are some descent shaders there. With some mods I think you could make it work better in your favour.
good luck,
J
Brownboot
01-12-2006, 02:16 AM
I looked at the shadow of the collosus thread stuff and all that it looks like you're going for that kind of approach to the fur which I think is very interesting, but I still don't get how to make it look like they did :P. Can't wait to see how you resolve it.
SHEPEIRO
01-12-2006, 02:28 PM
2scale- im not sure thats usefull, on the game art section, unless your talking render time of under a 30th of a second! but the sub surface scattering might be worth a try, there was a shader posted on here not so long ago which worked a treat in directx.
agree with the opinion on the hair though, needs alot more work, sorry,
i think the problem is that the hair is actually see-through, change the alpha so that the strands are opac, oh and they should be using the same colour map as the underlying geometry, only with tiled alpha, hope that helps.
seems high count so far for just a round head with ears.
atleast model the nose and eyes, right now they are lost when the head is angled.
rob-beddall
01-13-2006, 12:49 AM
hey!!
i really don't think that the fur "shells" should have the same colour map as the underlying geometry as SHEPEIRO suggested. hair is usually darker at the root and making the lower shells darker will help to add depth to it.
here is a link to an interesting site where they have managed to make very realistic looking low poly fur. check it out.
http://research.microsoft.com/~hhoppe/#fur
hope that helps some.
cheers!!
SHEPEIRO
01-13-2006, 06:07 PM
http://xbox.advancedmn.com/images/media/Bad_Fur_Day_4.jpg
i think that they are using the smae colour for each "shell" here, they may as you say darken each layer a little, you could fake this, making the underlying material black, and reducing, the colour maps effect for each layer!
BananaSalat
01-13-2006, 09:29 PM
Hey awesome, so many replys ... cool thanks for the tips.
I will do my best.
BoBo-the-seal
01-14-2006, 01:14 AM
you need a lot less space between your opaque areas. Here is a head study I did a couple years ago.
http://www.bobotheseal.com/temp/WIP/bunny_head.jpg
It uses 3 shells on top of the base geometry and uses the same texture as the base.
- BoBo
djkaneda
01-14-2006, 02:31 AM
so this method uses shells with the same texture on it and a different alpha dot pattern that gets progressively smaller for each shell right?
SHEPEIRO
01-16-2006, 03:10 PM
yepp that pretty much sums it up,
GLandolina
01-16-2006, 03:31 PM
yes sort of, there are so many variations. i use a noise filter to create mine for example.
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