View Full Version : Question and Technique: Afro and curly hair.
Ravennome 05-15-2003, 04:50 PM Does anyone out there have any tricks for doing afros that don't look like helmuts. Permed hairstyles as well. I'm looking for a texture solution, not so much a particle solution. This needs to work in a game. I've had some succcess with using multiple transparency mapped polys but it just seems more difficult because its not the feathered hair that trick is usually used for.
I'm after that fine halo of hair that can be seen from all angles. With the poly method when you go to the side the illusion starts to break down.
Any ideas.
Thanks
-O
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EricChadwick
05-16-2003, 05:56 PM
Maybe fur?
http://www.research.microsoft.com/graphics/realtime_fur.asp
http://www.ati.com/developer/SIGGRAPH02/SIGGRAPH2002_Sketch-Isidoro.pdf
A tough nut to crack.
Maybe a simplification of the fur idea... just some opacity-mapped extruded edges all around the surface of the fro? May need to make them 1-bit for performance or sorting...
Post what you come up with, curious to see how it turns out.
Ravennome
05-16-2003, 10:00 PM
Okay I understand what you mean with the edges. But what do you mean by 1 bit, you mean like 1 bit in size, or like just the alpha as 1 bit like just black and white, no greys? i think the hair color could be placed on the same page with the hair and face details, and then a seperate trans-map.
EricChadwick
05-16-2003, 10:23 PM
1bit is black/white transparency no grays. Some call it stencil. DXT1 is 1bit alpha.
About adding it to the other map, that depends on your game engine. If all alpha is 1bit, then most engines sort it OK. But if soft alpha, some have sorting problems. Also a little slower to render than 1bit, in my experience.
Good luck with it. Sounds like a nioce challenge.
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