
I did some tests with XSI hair. I’ll make natural hairs for this character later, for now I like it this way. The MuhHair shader is used for hair shading, and an extreme size ratio between root and tip makes it suitable for illustration hair look.
Explore posts in the same categories: 3D,
Computer Graphics
This entry was posted
on May 24, 2008 at 8:39 am and is filed under 3D, Computer Graphics.
You can subscribe via RSS 2.0 feed to this post's comments.
You can comment below, or link to this permanent URL from your own site.
June 14, 2008 at 1:30 am
Beautiful. If I may ask, how long does it take you to sculpt the hair and set up the shader?
June 14, 2008 at 11:32 am
Thanks.
They don’t look exactly that way, out of the box (3d). It was post-pro (Photoshop effects) to add some glow.
The hair setup wasn’t that complicated, I can say.
Hair set is made of control-strands (much fewer than hair amount) , which are controlling total hairs’ direction and style. The strands are IK chains.
Another control is dynamic simulation, which I didn’t use for this character.
The problem with hair mainly on rendering, especially with ray that traces large amount of triangle. But with workarounds, like raytracing exclusion or micropolygon computation, would help significantly.
Oops, I hope I’m not saying something already known.
Thanks.
June 17, 2008 at 3:14 pm
Cool, thanks for the answer Yayas!
June 17, 2008 at 4:23 pm
Very welcome, Christian.
Those are freaking advanced pieces of apps you’ve been developing.
Good luck with your development.