Realistic 3D beard model for our 3D head model
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por ariya el viernes, 13 de diciembre de 2013
what program you use ? 3ds max ?
por ariya el viernes, 13 de diciembre de 2013
and its for animation or game or a single render image ? plz lemme know
por Propietario del proyecto el viernes, 13 de diciembre de 2013
We use our own software for real-time 3D display (not pre-rendered images).
por Propietario del proyecto el viernes, 13 de diciembre de 2013
You can try out the free version of our software to see were the beard will go:
por Orphed el viernes, 13 de diciembre de 2013
Hello,
Can you confirm which maps can be used? (diffuse, specular, glossy, bump, displacement...)
Also can you confirm the max definition of maps (2k, 4k allowed?)
Regards,
por Propietario del proyecto el viernes, 13 de diciembre de 2013
Only diffuse. The idea is to get the realism mainly from the texture image.
2K or 4K maps allowed.
por Propietario del proyecto el lunes, 16 de diciembre de 2013
A little more description of the "fins and shells" approach:
The simplistic way to do hair is a single solid blob of geometry (sometimes known as "helmet head"). We''ll call this the "shell". This alone doesn''t look very real because hair is not a solid object.
So we can shrink the shell and extrude some "fins" straight out from it. Some of these fins with have vertical normals and some will have horizontal (left-right) normals. These fins will have transparency-mapped texture images, and there will be enough of them, so that the hair will have a soft edge when viewed from any angle.
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