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2xbo
08-09-2009, 09:11 PM
Hello Guys,
i expend a lot of time trying to get the Fur get work properly. Unfortunatelly without good results.
I have a Geo an i need to cover all with Fur.
I made an Auto UV in MaYa to see waht happend, but this one doesnt gave my any good result.
I made also a smooth to my UVs and the same thing.... bad result.

As you can see in the Pics the front leg looks complety ok with the chacker but ones i apply the Fur this doesnt cover the whole leg.

I need really help guys. I hope you can help me on this one.

I will really apreciate your help.

Thank you in advance,
XBO


http://www.2xbo.com/xchange/uPL/HairProblem_001.jpg

http://www.2xbo.com/xchange/uPL/HairProblem_002.jpg

http://www.2xbo.com/xchange/uPL/HairProblem_003.jpg

http://www.2xbo.com/xchange/uPL/HairProblem_004.jpg

nfrancisj
08-09-2009, 10:30 PM
would you mind posting your scene file please

2xbo
08-11-2009, 07:01 AM
Hi nfrancisj,
i cant post the whole Geo i will upload a part of it.
But you give me another idea.

I will post the part tonight.

Cheers
XBO

tharrell
08-11-2009, 06:45 PM
When working with fur, having very nicely laid out UVs is crucial to getting good results. You want your UV faces to all have approximately the same space on the map as they do in world space (if that makes sense). Selecting a shell then using tool->smooth uv can help you get them in similar world UV space with a little tinkering.

Having good poly topology helps as well. I've found that if I just plop fur on a stock object that I haven't built myself I almost always need to manually lay out the UVs (having the model be very low poly helps a lot here), and results still aren't as good as if I just build the thing myself.

In addition, when laying out your UV map, rotate all of your body parts in a single fur direction. For quadrupeds this generally means chopping off the legs and rotating them away from the main body's pelt. This will save you a TON of time getting everything combed nicely (just tweaking the polar/inclination/curl attributes will get you 90% of your basic groom this way).

Finally, I find the feedback & painting in Maya's tools to be pretty much uncontrollable and maddening. I'd suggest taking a look at the value numbers then painting a grayscale map in something like ZBrush if you have access to it.

All that said, getting good fur results takes a LOT of patience, test renders and fiddling. Keep at it.

--T

2xbo
08-20-2009, 07:26 AM
Hi tharrell,
I want to thank you for your comments. They didnt work some how, but i find the way, cause your Tips, to get the right Fur on my model.

And the result looks like the pictures bellow.

I really appreciate your tips and comments. I just need to cut the hair in the desired large and form.

Cheers
XBO

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08-20-2009, 07:26 AM
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