View Full Version : self portrait
whitey 03-05-2003, 07:27 AM hey guys,
i wanted to see what you guys thought about this so far... just got about 6 hours into it, and it is me. i have a clean shaven head, but i have a goatee.. anybody know an easy way to make facial hair that works with brazil? i will have a texture on it in a day or two...
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ZeBoxx
03-05-2003, 11:40 AM
Heya,
If you happen to have SHAG:Fur/Hair - those work with Brazil r/s.
They won't receive skylight/GI lighting, but a lightdome usually does the trick for that.
Just a general observation on your render - I think your head is hollow ;)
By that I more specifically mean that you didn't cap the throat/neck - which is causing unnatural light to appear under the head.
An alternative would be to set the material 2-sided.
Back to the facial hair - goatee, huh ?
If it's a short goatee - try opacity-mapped geometry first.
Best regards,
Richard Annema
whitey
03-05-2003, 03:02 PM
thank you greatly. so those plugs don't recieve the gi? that sux. I will try the geomety first, or maybe try one of those grass type scatter modifier... but definately the transparent image maps first.
anyways, thanks for the crit. Yes, you're right, the model is not capped, but it's not done yet... i'm goina make a body. this is an assignment for a class. so, the progress will probably show at the end.
Aaron Mackie
blackthorn70
03-05-2003, 05:47 PM
its really a good looking head so far, but I think the guy needs a bit more 'cheek'. the front of his face seems a little to flat..
otherwise, coming along nicely!;)
ZeBoxx
03-05-2003, 05:57 PM
Heya,
Whether or not they receive GI really depends on the mode they're running in.
If you run them in Geometry mode - they will receive GI just fine.
You might imagine that with a couple tens of thousands of hairs, the polycount gets fairly high, though.
Those hairs are much better handled with different methods.
However, those different methods aren't much aware of the surrounding besides what the coders implement.
E.g. if the coders added support for pointlights, then the hair will be lit by those.
But if they didn't add any support for arealights, then the hair won't be lit by that either.
For skylight and most of GI it's not so bad though - some manual lighting of the hair in a separate pass is likely to render a lot faster anyway.
Best regards,
Richard Annema
whitey
03-05-2003, 11:43 PM
http://web.ics.purdue.edu/~amackie/gottee.jpg
Ok, so i did this thismorning, I blew a few minutes and waited about another 35 for it to render while i was in class. This is how it looks with the actual instanced geometry. I will texture it tonight if i have time, then i will post another image tommorow using the plugins. There are 850 hairs, 6 polys a piece. Most of the time spent rendering went into the sunglasses wich have refractions.
BiTMAP
03-05-2003, 11:56 PM
the hair looks pretty good :D
dragunzng
03-06-2003, 01:46 AM
justa a bit of advice, the truth is that right now for these test renders, you really don't need refractions on the sunglasses, it's kind of overkill and hardly makes a difference at this point, I'd work more on the hairs, they really should be thinner, try using a pyramid shape, thinner like I said, and there ought to be more of them. Reduce the viewport render count so that you can keep the framerate useable, another thing, when , making the head texture, keep in mind the skin around and under the goatee should show slight speckles of hair as well.
whitey
03-06-2003, 04:06 AM
ok, its 12 pm and i am having a ton of trouble getting this thing mapped. i think max is getting ready to corrupt my file so i'm goina quit for the moment. I have however made thinner strands of 3 sided cone shaped hair, and several more of them too... about 2000 total. there has got to be a better way... so tommorow i will map the head and then fool with some shag hair or something of that nature after the mapping. i have some ideas on how to make it look beter by fudging it a little, but we'll see what happens. if max takes a crap on me again, i don't really want to start over again. but i will have to for class. anyways, thanks for the comments again, i'll update soon.
whitey
03-15-2003, 04:42 AM
well, here yas go...
i know i said i was goina post the texture when i finally got it on there... so, here it is... i had to put off this project because school was slaming me with homework. but anyways i think it turned out pretty well... i have some very slight texture stretching, but its barely noticeable... thanx for the crits an help... i'll continue to build on this project... may take a few weeks to get done, but it'll be nice at the end..
Aaron
BiTMAP
03-15-2003, 06:01 AM
the way you did your hair just is amazing :) If you do the eyebros that way as well it will be poly intensive but oh so nice looking :D
TRyanD
03-15-2003, 07:50 AM
nice, i hope to do one of myself one day as well :D
whitey
03-17-2003, 10:16 AM
http://web.ics.purdue.edu/~amackie/body.jpg
Well,
I have spent a couple more days thinking about where this should go... And so far its coming along... It still has a LOT of work to go... the arms are missing on purpose, I'm going to model a jacket over top of this, so to avoid any clipping problems i decided to model the arms after the jacket. Any crits welcome... Thanks
Aaron
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