Tuesday 2 February 2010

2010-02-02

Began working on the hair yesterday. This is my first time working with alphas on hair so was a little bit concerned abut how it will turn out. I used a lot of planes to get it to look right from a few angles but as you can see from other angles it just doesn’t work right. The eyebrows look great but I think the beard has just far to many planes for rendering plus not as effect as it could be. The solution I think is to redo the hair texture map to be more clumpy and dense. Or perhaps create a new map with more variations of the hair texture.





Anyhow heres the hair texture maps so far – Hair Diffuse, Hair Specular and Hair Opacity


Here are some shots of all the textures used on the character.

First the uv map, then the normal map and last the diffuse (colour map)



And here are the last 4. Diffuse sub surface for the skin shader, Diffuse unscattered again for the skin shader the pour map (a simple noise map to create pours on the skin rather than painting them in on the normal/bump (which would look better, but not necessary for the piece) and finally the Specular.

I am going to take another go at the hair over the next few hours, and post back once its done. Also some criticism of the model was to add more edge loops around the arms and legs to allow for better twisting, so will add them latter.

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