View Full Version : strict9-snowcreature-Lil' Bo Peep
09-02-2010, 11:15 AM
just playing with this.
.......still thinking on how to attack the horns.
some point maybe alpha hair..allthough i'd lose the outline for some reason?
anyway ..presenting lil bo peep..twice the size as a human
09-02-2010, 11:27 AM
I like how the hands are, what you doing with his eyes?
09-02-2010, 09:05 PM
was trying to create a big fringe effect....you know his hair hanging in front of his eyes...clearly i failed :(
09-02-2010, 10:48 PM
horns and a play with hair...next step....mooooooorrrreee hair
09-02-2010, 11:11 PM
Looks good, a pointer:
darken the diffuse under the shaggy eye hair, it will add more depth and you'll get the look you are going for.
I see that your mesh is pretty cheap (in tris) are you going for a herd of them with a shepherd? Or maybe this is the shepherd? kind of like the dog in the Wiley coyote cartoons?
10-02-2010, 12:46 AM
keeping "cheap" as i'm having trouble enough with making a mesh...i want to learn the basic's.
lets face it...i've got alot to learn.
thanks for the tip by the way.(will have to look up what diffuse does)
also stayed low in tri's...cus i wanna have lots of alpha hairs.
never done that before, so i can't predict how much that will chew up.
want to make vertical and horizontal rows of mesh hair...well thats the brilliant plan for now......maybe some ears would be a good idea...forgot about those.
maybe a chewbacca bag...so he looks somewhat intelligent....allthough the arms will get in the way.....i'm thinking out loud to much...
10-02-2010, 11:23 AM
bit more hair done......steep learning curve.
10-02-2010, 08:11 PM
google up some hair painting tutorials - not 3d ones, actual digital painting ones .
Only trust the ones that say to make custom brushes from dots.
If you're without a tablet then Maya's paint fx is your friend. You can use max hair to generate tufts pretty effectively as well
also - this is some pretty damn good arctic hair
11-02-2010, 03:20 AM
heyo, look who's back:D
nice start, and what he said...
11-02-2010, 04:28 AM
joseph yup i'm back.
wanted to do my own idea instead of stealing others.....have started about 20 projects and they all ...well lets say they won't finish.
as for the hair generating tufts...if you mean particles...that went straight over my head when i was reading a tut. (using blender, so no bonus points for me)
sorry poo, i'm sticking with aplha hair for now...did repaint the hair a bit and yes i overdid the arms....but they are place holders.
wanted so see if i could re-use texture space and it worked.
now i got so much texture space left.(no points for planning ahead)
maybe i'll give him some skees hahaha yodelodelodelo hiiii teeee
ps artic creature was the idea right??...i'm seeing a few models around that won't last in the cold
11-02-2010, 07:29 AM
what I mean is that you can use max hair/paintfx/another hair sim to create little clumps and tufts of hair, render them off with a nice crisp alpha channel and use the pictures on your planes.
The hardest part of doing hair in my experience is getting a decent alpha (assuming you're not arguing with draw orders etc) so any help you can get there is welcome.
If you work at the clump/tuft scale first you'll get your sillhouette defined better - at the moment it's looking a bit fuzzy rather than hairy and i think that will help. Also, since you've got a very cartoony shape going on I'm not sure you'd need to go into much more detail with the alpha than clumps
In your position I'd use that extra texture space to get more detail into his body and the hair planes - it looks like it's lacking resolution at the moment.
and yeah, I agree - there's quite a few beasties that wouldnt survive a night in scotland, let alone the arctic circle
11-02-2010, 11:49 PM
are your planes 2-sided/no backface-culling? having them so they're two sided would help the hair appear to be thicker, I think. also, are using individual planes or an open-ended cylinder type of deal?
12-02-2010, 07:53 AM
I was using closed rings around body and arms....for the silhouette bits.
but it think i will have to redo the uv and make everthing bigger for better quality like the face....rinse and repeat will teach me not to rush.
and yes the whole hair thing will have a serious looking into
one tip for the alphas, dont just have them go down straigth in a row. try to crisscross them so they form t shapes. it will not only help u reduce your tri count, but help the silhouette value.
digging the mass of the character
14-02-2010, 03:44 AM
okay i cheated...googled a shaggy sheep and stole the wool :D
drew more hair in place where needed.
every uv joint i cut that part of end extended the edge to apply aplha.
so that rim hides the seem (sneaky ******* i am) torso,shoulders, wrist, hips
not sure i i need to add hair sticking out from silhouette...might go overboard.
the eyes wasn't intentional...it's hair alpha slits...i painted his actual face black.
but he looks funny so i kept it....played with the mesh a bit so his chin is bigger.
tiny space left on the texture map in case of extra hair needed.
guess base plate next?
ps....no normal map or light in this render.
14-02-2010, 07:26 AM
before you go any further...
you know this but I can't let it go without saying something....
now its blindingly obvious the texture has been flipped and mirrored (rather than being a little bit too obvious as it was before).
14-02-2010, 08:08 AM
extra plains with hair alpha it is :D
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