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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)



Subject: New hair collection underway......


Anton_Kisiel ( ) posted Tue, 07 December 1999 at 9:34 PM ยท edited Wed, 25 December 2024 at 2:25 PM

file_118584.jpg

Hair is prehaps the hardest thing to model. I bought a digital camera two weeks ago to help me create a collection of about twelve truly stylish haircuts to go with all the great clothes people have been making. This is what's called an 'elevated bob cut'. Transparancy maps for hair still confuse me. I want to see if I can create some fringy hairstyles. I'll keep people posted. :)Anton


Darth_Logice ( ) posted Tue, 07 December 1999 at 9:44 PM

Nice Work Anton! -Darth_Logice


JeffH ( ) posted Tue, 07 December 1999 at 9:48 PM

I really liked the hair you made for That Thrill Killer BatGirl way back when...I'm sure you'll get the hang of it in no time ;-) -JH.


picnic ( ) posted Tue, 07 December 1999 at 10:36 PM

More hair--we sure can use that. This looks good. Diane B


Anton_Kisiel ( ) posted Wed, 08 December 1999 at 12:33 AM

Thanks Hmmmm. What do you mean by "going to be two layers at a time instead of one."?


nerd ( ) posted Wed, 08 December 1999 at 1:18 AM
Forum Moderator

If the UV mapping program splits the hair down the middle, the texture, trans, or bump map will be applied the the top layer (the one we see) and the layer against the inside of the prop (againt the head). This is what makes UV mapping confusing. To get precise control over mapping I will split a prop into several groups. (using the grouping tool, or some other app) then create an OBJ for each group. Now, map the obj for each group seperately. Then import all the props back into poser and re-export all the props to one OBJ file. Last step open the all in one OBJ fiel in the UV mapper and fine tune the map. This is the technique I used to create the LSWHair and I'll bet Allie used a similar technique to create the super TransCurls Hair prop.


Anton_Kisiel ( ) posted Wed, 08 December 1999 at 1:54 AM

Thanks for the info. I see your point. I use uvmapst to map multiple groups and materials on one map but from different perspectives. What I've been struggling with is the design of a realistic layered haircut with a realistic polygon count that can be mapped. I want desperately to create a really curly stlye like 'Felicity'. I've tried lots of proto-types. But only now am I getting the results I wanted. When I created my realistic female textures, I realized that a new hair standard had to be created as well. The old hair props looks more fake now than before. Allie's transmap was a major breakthrough on a complex model. But the hair model is bad. Zygote's and Meta's hair designs are well modeled, but lack a true understanding of hair. I also work as a stylist and makeup artist, so I want to use that skill with modeling to create better models.


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