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File: 3.74 MB, 2048x2048, hair2.png [View same] [iqdb] [saucenao] [google]
785125 No.785125 [Reply] [Original]

Any tips on getting good looking textures for hair cards from particle hair in Blender?
current progress in pic related

>> No.785146
File: 75 KB, 373x373, hola que siglo es este.png [View same] [iqdb] [saucenao] [google]
785146

>>785125
>hair cards
lmao what century is this

>> No.785147

>>785125
Lol

>> No.785153

>>785146
>What is real-time rendering
Not sure what else to call them, "hair-textured subdivided curved planes" is a bit long...

>> No.785155

>>785146
>pre-render pleb

>> No.785199

>>785125
It's getting less and less about the texture and just having 100k polys of cards. Look at most AA games and the hair looks like yours already.

>> No.785218

>>785146
Shut up spic

>> No.785230

>>785155
>chad
*fixed
gamer plebeians need not apply

>> No.785233

>>785230
>Zero restrictions easy mode
>Chad

>> No.785241

>>785125
Stop using blender update maya and use xgen

>> No.785242
File: 105 KB, 800x679, fq25rzio21021.jpg [View same] [iqdb] [saucenao] [google]
785242

>>785233
Now that's some cope

>> No.785247
File: 776 KB, 661x688, 1605428668549.png [View same] [iqdb] [saucenao] [google]
785247

>>785242
Are you really claiming that working without restrictions is harder than working within the restrictions of a real time game engine?

>> No.785328

>>785247
Yes, if we talk high-quality assets used for VFX. Now fuck off you tranny-posting gaymer brainlet.

>> No.785338
File: 1.67 MB, 1923x2500, 8adeb4420dc6b4f9d34f39c277244fb5_original.jpg [View same] [iqdb] [saucenao] [google]
785338

>>785328
3d COPE. Real chads only create hair for daz models

>> No.785339

>>785328
I mean, you're just wrong. Game assets require a far higher level of artistic ability, and I wouldn't be able to make them as well if I didn't start out as a 2D artist.
Realistic assets without restrictions is just brute force work. It just takes more time, not more skill.


But eh, whatever makes you feel better about yourself, midwit.

>> No.785341

If you want hair you use xgen it give you real hair

>> No.785342
File: 158 KB, 479x564, your_opinion.jpg [View same] [iqdb] [saucenao] [google]
785342

>>785338
>DAZ chads
yeah, the same brainlets that somehow manage do to 2GB hair assets with SOLID SINGLE COLOR 4k diffuse textures. Cretins.

>>785339
Unreal level of cope. Stay mad gaymer kiddie.

>> No.785345

>>785342
>Unreal level of cope. Stay mad gaymer kiddie.
Basic project and demean? Get new moves boomer.

>> No.785346

>>785345
>Millennial
fix'd gaymer

>> No.785350
File: 333 KB, 1816x1080, geo2.jpg [View same] [iqdb] [saucenao] [google]
785350

>>785153
>>785155
cards = stone age tech
strand based is based and my friend now

>> No.785354

>>785350
Strands are too heavy for real-time my dude. Cards are still the industry standard when it comes to real-time, so literally current tech.

>> No.785362

>>785354
pleptech™

>> No.785411

Have you considered using the particle system in blender to make hair systems like the ones in your image, render them against an alpha background (I forget what the setting is to get it, but it can be done) and then just using the render for your hair cards?

I've tried hair modelling, it's hard. Especially the small stuff like eye lashes, you basically have to do them individually by hand. I'm getting better at it though.

>> No.785416

>>785411
That's exactly what I've done, I'm just wondering how I can get some nicer final texture, with wavy highlights for example.

>>785125
>Any tips on getting good looking textures for hair cards from particle hair in Blender?

>> No.785440

>>785416
(realistic) hair done with cards pretty much stands or falls with the high frequency detail in both your alpha and specular maps. You REALLY want to get that ultra fine detail in there, even if it means huge maps and a headache with getting it to render flicker-free later.

>> No.785441 [DELETED] 

>>785125
Thanks for the free hair.
Will use it for 3D child porn.

>> No.785451

>>785441
M-Mods

>> No.785453

>>785125
> In what age do you live ?
In the stone age

>> No.785479

>>785125
I downloaded a bunch from some free sites, the rest is modeling the hair planes yourself.

>> No.785493

>>785350
idiot

>> No.787835

>>785350
Is there a useable workflow to create hair in a free or at least cheap plugin or even inside unreal engine itself?

>> No.788318

Can I pay you to make me custom top quality hair for Second Life?

>> No.788320
File: 102 KB, 900x476, Ej_Nt5cX0AYpSLy.jpg [View same] [iqdb] [saucenao] [google]
788320

>>785125
For frizzy hair you could do this

>> No.788346

>>788320
How does one even bake fur shells in Blender?

>> No.789184

>>788320
Alpha sorting on this level is a pain in the ass to program though and even modern engines struggle with it at more than 3 layers. Blender's viewport could only ever do like 2 layers before clipping.