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yassein
05-20-2010, 08:09 AM
hi all
i `ve question about mustache
haw to make this type
http://modernlv.files.wordpress.com/2009/05/swedish-chef.jpg
if i make separate piece of poly and generat fur from this piece haw can i keep it Follow the face facial expessions?
thank you all

Matt Leishman
05-20-2010, 06:14 PM
Maybe I'm overlooking something considering the simplicity of my solution. But if you are creating a separate unique poly mesh to grow the mustache fur from, then couldn't you just wrap deform that mustache poly mesh to the main face geometry, so that when it deforms with facial expressions it follows along and therefore the mustache follows along?

tpalamar
05-21-2010, 11:56 AM
Based on the image I think using Maya Hair might be a better approach. It is better for getting that look and length. Fur would work too! All depends on how animated you want it to be. If you use a separate mesh just make sure the verts all match the underlying geometry and then bind it as you did the original head mesh. Copy the weights. Turn off its rendering capabilities in the AE. All done.

tonytouch
05-21-2010, 12:23 PM
if you render with Mental Ray , you might want to check out puppet_shaders
http://www.puppet.tfdv.com/download/shaders_p_e.shtml

which has a fur-shader , that is much faster , than the one from mayas-mental-ray-implementation

here is a great tutorial on , how to use it
http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/
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and maybe you want to put the fur , on a seperate renderlayer - for the final rendering

yassein
05-24-2010, 10:01 AM
thank you all guys for this useful tips

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