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View Full Version : Creating tassets with Maya PaintFX


hellspawned
04-15-2011, 12:32 PM
I'm making a 3d model based on http://farm4.static.flickr.com/3135/3021332818_7c0a8dc766_o.jpg
and the time has come to make the tassels attached to the ventilator hoses and kneeprotectors.

I've made CV-curves in the shape of the tassels, and following this tutorial (http://www5.domaindlx.com/htutorial/) made a NURBS circle at the origins of the tassels. I attach a PFX hair-brush to the origin, and so far, so good. Then the problem starts.

When I attach the hair to the guide curves, firstly, it doesnt follow the curves. The hair gets enclosed inside the curves, but they dont follow the shape of the curves, so to speak.

http://img683.imageshack.us/img683/748/hairup1.jpg

Secondly, the hair only goes halfway down the tassels length, and when I increase the max length variable, it gets... weird. 3/4ths of the way down, the strands start to stick together around the curves, and when it stretches along the full length of the guiding curves, its all jumbled up.

http://img857.imageshack.us/img857/8383/hairup2.jpg

What can I do to sort this out?

Edit: When fidgeting around with the settings, I noticed that the strands doesnt really originate from the nurbs circle, but are placed randomly around it. Since the circle is made from the edge-loop at the hole of the thing the tassels will be attached to, I need the circle to be the outer limit of the hair. How do I control this?

hellspawned
04-15-2011, 01:08 PM
Fixed the spazzing-out-problem by rebuilding the guide curves. But I still get the problem of it clumping together more and more, the longer I make it, and it gets quite sparse towards the end. As you can see from the image, its supposed to be quite voluminous (Is that even a word?).

So, how do I achieve this? Do I need to fill up the entire space the tassel is supposed to occupy with curves for it to become as "full" as its supposed to be?

As my character is already posed and locked in that position, its quite awkward to make a massive amount of curves at this point, so what's the best way of achieving a satisfactory result, with the least amount of manually messing about with curves at odd angles and whatnot?

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04-15-2011, 01:08 PM
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