zbrush fibre mesh
Re: zbrush fibre mesh
Well its hair... But there's ALOT of problems with the hair. It doesn't flow properly around the legs, Spiders don't have 'real' hair, or that much for that matter, Spiders don't have colourations in their hair but on their exoskeleton, spiders have a minimum of 8 eyes.
I can also clearly see the hair extrusion hull around the edges of the hair, the hair is affected by gravity too much(spiders have more like bristles) Mot importantly its too DARK.
And a spider with hair like that I can do in less than 2 hours. I just do 3 round blobs, stretch em, do one leg, hairify it, duplicate 8x over, move into postion, paint the body, do a big and a small fang, do very fine black hair on those, paint the body with some colourations.
Then comes the hard part, grooming,Here's a tip: first make a wind effector and give all the hair a more natural look by applying it to them, make sure they are all slightly randomly distorted, by using multiple patches of hair slightly interwoven.(This is like Manual Labour) Now do the same with something large like say 5 different horses, a cat and then a Bird with Feathers. After thats done have a go at animating hair to flow properly and not behave like a wirebrush... I haven't been working with Blender for nothing for the last 3 years you know!
Now with the new zbrush feature, you just select your model, press 'hair here' Voila! Then you trim some here some there, or even use a 'hair map' set 'wind on' choose a colour, done. (This is like a robotic factory)
See the hair in Blender isn't really a specific hair tool, its more of an object painting tool, all the hair specific functions you have to do and puzzle out yourself, whereas in ZBrush it knows what hair is meant to behave like. Which is quite a plus.
I can also clearly see the hair extrusion hull around the edges of the hair, the hair is affected by gravity too much(spiders have more like bristles) Mot importantly its too DARK.
And a spider with hair like that I can do in less than 2 hours. I just do 3 round blobs, stretch em, do one leg, hairify it, duplicate 8x over, move into postion, paint the body, do a big and a small fang, do very fine black hair on those, paint the body with some colourations.
Then comes the hard part, grooming,Here's a tip: first make a wind effector and give all the hair a more natural look by applying it to them, make sure they are all slightly randomly distorted, by using multiple patches of hair slightly interwoven.(This is like Manual Labour) Now do the same with something large like say 5 different horses, a cat and then a Bird with Feathers. After thats done have a go at animating hair to flow properly and not behave like a wirebrush... I haven't been working with Blender for nothing for the last 3 years you know!
Now with the new zbrush feature, you just select your model, press 'hair here' Voila! Then you trim some here some there, or even use a 'hair map' set 'wind on' choose a colour, done. (This is like a robotic factory)
See the hair in Blender isn't really a specific hair tool, its more of an object painting tool, all the hair specific functions you have to do and puzzle out yourself, whereas in ZBrush it knows what hair is meant to behave like. Which is quite a plus.
Re: zbrush fibre mesh
show us a viewport screen grab of that model, not a render
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Re: zbrush fibre mesh
yes. I am very aware that the scene is dark. and it is intended to be. you should be able to see that there is a spider though.... I can post another scrrenshot later today with higher ambient occlusion. (and stronger spotlights )
"this is not the bottleneck you are looking for"
Re: zbrush fibre mesh
why show a render ? show us the mesh.
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Re: zbrush fibre mesh
nope. the image is on deviantart because it is ART.
I will upload one with better light when I get home (in about an hour)
I will upload one with better light when I get home (in about an hour)
"this is not the bottleneck you are looking for"
Re: zbrush fibre mesh
you can't show us a mesh because it doesn't exist, the mesh for the fur on your spider is generated at render time as a render effect which is not the same as the created fibre mesh in zbrush.
Re: zbrush fibre mesh
@aaammmsterdddam you could show the mesh in realtime if Blender Cycles render already had hair support
But it doesn't...
But it doesn't...
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Re: zbrush fibre mesh
well the hair is a mesh. I have a bunch of screenies to prove ot (9 to be exact!)
but attatchments won't work. megaupload will.
http://www.megaupload.com/?d=W9VKTHRN
EDIT: I know the hair is messy. it is because I am not quite done with tweaking it. (Though mind you. for the render it was)
it is mostly because it goes inside (under) the other mesh at places. ^^*
Ah well.... still. point proven.
but attatchments won't work. megaupload will.
http://www.megaupload.com/?d=W9VKTHRN
EDIT: I know the hair is messy. it is because I am not quite done with tweaking it. (Though mind you. for the render it was)
it is mostly because it goes inside (under) the other mesh at places. ^^*
Ah well.... still. point proven.
"this is not the bottleneck you are looking for"
Re: zbrush fibre mesh
yeah because ramping up the strand display percentage looks so good in the viewport.
Re: zbrush fibre mesh
Its still dark...
On a different note, is that an illegal download Irrlicht 1.7 Beginners guide pdf there? Because thats the only thing that shows up when I google that filename...
On a different note, is that an illegal download Irrlicht 1.7 Beginners guide pdf there? Because thats the only thing that shows up when I google that filename...
Re: zbrush fibre mesh
It is not a free book afaik, so yeah.ACE247 wrote:Its still dark...
On a different note, is that an illegal download Irrlicht 1.7 Beginners guide pdf there? Because thats the only thing that shows up when I google that filename...
I actually had the chance to get it for free (needed to review it), though I didn't have the time to do so
Working on game: Marrbles (Currently stopped).
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Re: zbrush fibre mesh
I have it.
anywayz. the hair is a mesh and I selected/unselected it to prove it.
the particle system can safely be removed. (I can send the blend file if you still don't believe that the hair is in fact a mesh. material setting: wire (The hair is edges and material setting wire is necessary for it to show up in renders and simmilar. ^^*)
anywayz. the hair is a mesh and I selected/unselected it to prove it.
the particle system can safely be removed. (I can send the blend file if you still don't believe that the hair is in fact a mesh. material setting: wire (The hair is edges and material setting wire is necessary for it to show up in renders and simmilar. ^^*)
"this is not the bottleneck you are looking for"
Re: zbrush fibre mesh
which point would you be referring to?aaammmsterdddam wrote: Ah well.... still. point proven.
None of us here said it couldn't be done in Blender, if that's what you mean.
Since it took you half a day to just do the spider then IMO that proves the point me and ACE were trying to make:
creating nice looking hair or fur like that using the ZBrush tool is FAR quicker and easier than doing it in Blender
Nice DA gallery BTW, I like the abstract stuff you've done
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Re: zbrush fibre mesh
that would also include the general conept of it as well. <--- but yes. might be done faster in ZBrush. point is that
fair enough, you have more experience. and you do prove a point that it would be extremely tedious. luckily for me. I don't need that many things that have fur/hair.
Doing it the hard way is
a) more entertaining
b) gives more experience.
**Did I forget to answer something? If so. tell me **
EDIT:
Found one thing!
Also. I have a thing to note:
Gonna add a bit more transparency to the hair... later ^^*
isn't true. hours... sure! Days. not so much.@aaammmsterdddam
have you ever used ZBrush before?
it doesn't work the same way as other 3d tools, mesh data is also handled very differently internally
I agree it might be possible to use weight painting in Blender/Max etc with plugins to generate simple stranded hairs, but I have never seen anything which looks as good as this, or provides as much control over the final look.
At the very least, it would take DAYS to achieve something like that in Blender, which would only take a few MINUTES to do with this new Zbrush feature...
read the description @ deviantart. it is NOT anatomically correct. it is FANTASY thus. I could make it have a cat tail, boots and a hat if I wanted to.Well its hair... But there's ALOT of problems with the hair. It doesn't flow properly around the legs, Spiders don't have 'real' hair, or that much for that matter, Spiders don't have colourations in their hair but on their exoskeleton, spiders have a minimum of 8 eyes.
The body has the colors. the hair has as well, I refer to the answer above.I can also clearly see the hair extrusion hull around the edges of the hair, the hair is affected by gravity too much(spiders have more like bristles) Mot importantly its too DARK.
And a spider with hair like that I can do in less than 2 hours. I just do 3 round blobs, stretch em, do one leg, hairify it, duplicate 8x over, move into postion, paint the body, do a big and a small fang, do very fine black hair on those, paint the body with some colourations.
I know. and as I already mentioned, the hair isn't quite done yet.Then comes the hard part, grooming,Here's a tip: first make a wind effector and give all the hair a more natural look by applying it to them, make sure they are all slightly randomly distorted, by using multiple patches of hair slightly interwoven.(This is like Manual Labour) Now do the same with something large like say 5 different horses, a cat and then a Bird with Feathers. After thats done have a go at animating hair to flow properly and not behave like a wirebrush... I haven't been working with Blender for nothing for the last 3 years you know!
fair enough, you have more experience. and you do prove a point that it would be extremely tedious. luckily for me. I don't need that many things that have fur/hair.
That is kind of cheatingNow with the new zbrush feature, you just select your model, press 'hair here' Voila! Then you trim some here some there, or even use a 'hair map' set 'wind on' choose a colour, done. (This is like a robotic factory)
See the hair in Blender isn't really a specific hair tool, its more of an object painting tool, all the hair specific functions you have to do and puzzle out yourself, whereas in ZBrush it knows what hair is meant to behave like. Which is quite a plus.
Doing it the hard way is
a) more entertaining
b) gives more experience.
Thanks!Nice DA gallery BTW, I like the abstract stuff you've done
**Did I forget to answer something? If so. tell me **
EDIT:
Found one thing!
No. it is actual mesh consisting of vertices. I'll upload the model later if you don't believe me (Can be freely edited in edit mode.)you can't show us a mesh because it doesn't exist, the mesh for the fur on your spider is generated at render time as a render effect which is not the same as the created fibre mesh in zbrush.
Also. I have a thing to note:
Gonna add a bit more transparency to the hair... later ^^*
"this is not the bottleneck you are looking for"