![]() The other issue with Alpha especially in blender is draw priority in the editor, it may make underlying objects look transparent, however may they render ok.Resources 3D Written by Ben Traje Disclosure: This post may contain affiliate links. Alpha works well for bangs, lashes and eyebrows, when you want the skin to show through but may not be needed, for ponytails and braids. Alpha is not a bad thing but requires more work to get it right. ![]() It easy to spend more time on the hair than building the character, which is what we are trying to avoid in the first place. All depends how much time you want to put into hair. Working with a tileable version makes it much re-usable. This makes lining up in the bitmap for the UV more difficult, but careful seem placement will help.įor the braid I made you, all I did was straighten the particle out a bit by removing kink/curl, thicken the particles to avoid alpha*, which gave a more tileable bitmap from the render. To make coarse looking hair bitmaps, you must play with the particles settings kink and curl modifying the frequency of the curl. Naturally making dreadlocks and coarse, kinky, curly hair was required. Tomas Trescak from the Western Sydney University on aboriginal studies. You are just doing a screencap/screen render of the particles as the diffuse map, with the goal of having a bitmap to apply to an unwrapped mesh which can alter be converted to a normal etc. Hi Alcor, you aren't baking the hair particles to a polygon, this the common misconception of the process.
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