Glen opened this issue on Sep 21, 2016 ยท 36 posts
Male_M3dia posted Thu, 22 September 2016 at 6:41 AM
RorrKonn posted at 7:35AM Thu, 22 September 2016 - #4284307
Peach Fuzz! by ThePhilosopher reads 4 Texture and Bump Maps (32 x 128) 32 x 128 What ? pixels ? ,each hair has it's own texture ? Man that would be a lot of work to place n make morphs for. Wouldn't that raze the file size a lot. I'm guessing at all this, don't know how it's all made or works .
Zbrush's fibermesh could do this but it would raze the file size a lot also.
large file sizes aren't any good for animations but if you wanted peach fuzz for stills. making peach fuzz in post would be good .don't half to worry about what mesh it is either.
I would have though a face with 60 bones wouldn't need morphs. If not for facial manipulation ,Then what's the 60 bones for ?
Yes, that's the issue with making beard and facial hair products for Gen4 and lower products. The size of the product would be HUGE to accomodate all the morphs needed to make sure the hair followed the morphs and expressions. It works for the newer characters because the product is made for the base and maybe a few main character heads like Victoria and the other morphs are autogenerated when they are used (not loaded), which keeps the resources for the base product lower than making a hundred morphs and they all are present at the same time. I have a beard for M4 that was fairly large to use in renders, and then I used dimension3d's tool to add more facial morphs to it which drove the file size even higher. I think it used more memory than complete outfits. And zbrush fibermesh would raise the memory requirements even higher unless the vendor had tools to compress and retopo the mesh before rigging. But most fibermesh products require a decent videocard otherwise it will slow down the viewport.
But there are products like facial and body hair that are more common in newer figures because all the fits and morphs don't have to be made by a vendor for a product to work properly.