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Published: 2005-10-21 12:14:28 +0000 UTC; Views: 5653; Favourites: 68; Downloads: 395
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Description
This is the next in the line of tests I have been using to try and get the look of the dynamic hair right. The hair doesn't look so much like straw or a bird's nest this time around.Related content
Comments: 17
Kokushibyu [2011-04-19 00:05:40 +0000 UTC]
I don't understand. How can you have 3,143 views and only 14 comments....? She's beautiful! Very! You did a wonderful job on her.
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Lokai2000 In reply to Kokushibyu [2011-04-21 02:48:04 +0000 UTC]
It's a strange world isn't it?
And thanks for the complement!
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ken1171 [2005-12-26 23:31:06 +0000 UTC]
Looks like a lot of work, great job!
I wonder if Anime-like strands can be created using the Hair Room?
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Lokai2000 In reply to ken1171 [2005-12-30 00:23:55 +0000 UTC]
Ooooooooooh! I would be so happy is someone did anime style dynamic hair. It should be possible, I just don't have the patience to do it.
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ken1171 In reply to Lokai2000 [2005-12-30 00:39:26 +0000 UTC]
I suspect Anime hair cannot be created with dynamic hair because it often features angles that natural hair wouldn't do. Maybe dynamic hair doesn't give us enough control to create such effects. What do you think?
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Lokai2000 In reply to ken1171 [2005-12-30 00:49:15 +0000 UTC]
Some of the sharp angles could be difficult as I think dynamic hair does a spline fit. More angular looks can be achieved by reducing the segment counts in the strands. There is quite a bit of control for adding clusters of hair and posing the hairs. It just takes a lot of time. I've found out that my understanding of how hair should look and "flow" is.... limited.
I think the very long "antenna" (i.e. love hina) like strands could be done. The end result may look more like a more realistic version of anime hair.
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ken1171 In reply to Lokai2000 [2005-12-30 00:58:17 +0000 UTC]
There must be a reason why I still haven't seen anybody trying to recreate Anime hair using dynamic hair... Perhaps it's because Anime hair looks nothing like realistic human hair, and trying to create it with dynamic hair might look a little off in the end, considering all of the effort it takes to create it. I have created a couple of Anime hair "3D wigs", and they use to be a good approximation of what it looks in Anime. On the other hand, if you look at the latest Final Fantasy hair, that's an extraordinary mix of realistic and stylized Anime hair.
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imaginaryending [2005-10-21 22:41:01 +0000 UTC]
oh wowowowowowoow!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! thats great!!! the hair is positively fantabolous!!!!
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zephre [2005-10-21 17:05:03 +0000 UTC]
Really nice work on Dynamic hair. Ive done hair in Maya using Shave.. Its really alot of trial and error. The sides look terrific, you might want to look at where the part in the hair starts. It looks a bit short. Great Figure and Lighting, by the way. Well done, and Im looking forward to see it as it progresses....
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Lokai2000 In reply to zephre [2005-10-21 18:28:43 +0000 UTC]
Thanks! I am still fighting/learning how poser controls dynamic hair. It has been a frustrating experience. The simulations often result in little sharp angles in the hair that shouldn't be there (if collisions are enabled). If one turns off collisions, then little "bald" spots appear like the one where the hair parts in this image. (ahhhg!) Then there are the memory issues..... I haven't found a good way to model the hairs in povray other than making each segment of the hair a really, really thin cylinder. I wish povray had some kind of line or spline primitive. The cylinders eat up massive amounts of memory when rendering. (The above image took around 1.6gigs of ram and that was after I removed 20% of the hairs.)
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zephre In reply to Lokai2000 [2005-10-21 18:55:52 +0000 UTC]
You could try this.. Break up the Skullcap into segments. Top, Crown, RSide, LSide, Back, Nape. What youll do is basically have Six Sets of Dynamics, but you can Render them in Segments, which will cut down the Render time. (WHat I did was a Hair pass. The Character, then the hair on a Proxy Character with no Textures so its not Rendering Textures at the same time as the Hair Pass.) Now remember this was in Maya 5 using Shave, so this may not be completley usefull... If nothing else, using multipe Cap segments makes it easier to control your Hair... Hope this helps a little...
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Lokai2000 In reply to zephre [2005-10-21 20:53:28 +0000 UTC]
Hmmm.. this reminds me of a trick I used to use when rendering multiple, complex, figures in poser's firefly engine.
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zephre In reply to Lokai2000 [2005-10-25 16:08:49 +0000 UTC]
Its very close to that. We would Render in Layers just so we wouldnt have problems with Dropped frames. Its a Trick that definatly works
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ArtistLuver [2005-10-21 13:23:25 +0000 UTC]
that's very true! its a huge improvement and the figure herself is really cool too. ^_^
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