wolf359 opened this issue on Mar 17, 2002 ยท 12 posts
wolf359 posted Sun, 17 March 2002 at 8:44 PM
the crude wig depicted here was quickly trimmed out
with the marquee selection tool in points mode in Cinema4DXL7 and the strand setting was at its lowest so forgive its look,
note how the blue rim lighting creates highlights on the left side just as it would on real hair
I think with a little more serious effort
with the model shaping tools of cinema4d,
i will be able to create a variety of " Multi-strand wigs for poser without the use of texture maps
this is fun!!!
hauksdottir posted Sun, 17 March 2002 at 9:50 PM
Fascinating. It looks more like fur than hair at this point... but that isn't a bad thing, either. (We need real fur for clothing trims, raccoons and other critters, and special effects.) Please keep playing with this!
nyar1ath0tep posted Sun, 17 March 2002 at 10:21 PM
It looks promising. Maybe the strands are like 8-axial-segment pointy cylinders with 4 radial polygons - 32 polygons per strand. Then a 1,000-strand wig would have 32,000 polygons. If there are 100,000 hairs on a girl's head, you'd use some shortcuts to multiply the strand count.
wolf359 posted Mon, 18 March 2002 at 12:34 AM
over the next week i wiil experiment with shaped patches in cinema with the hairs lay in the required direction to for various styles for men and women
i shall keep you posted
hauksdottir posted Mon, 18 March 2002 at 1:43 AM
You might also try a "Russian" hat, or earwarmers, or I know! Mink belly button warmers. ;^) I'm thinking of fairly simple shapes where getting the hairs to lie in one direction aren't as critical, but you can still make something useful and ornamental, and then build on successes. Skrogg suggests a toy mouse, too. (When my cat learns how to type for herself, we'll all be in trouble.) Carolly
Ironbear posted Mon, 18 March 2002 at 2:22 AM
Looks like a cool idea. Keep us posted on progress please. Are you going to experiment with transmapping for the final wigs? That might work, but I haven't the slightest how hard it'd be to work up a trans for that... Anton [or one of the other gurus] once posted a thread on using "replicative uvmapped geometry" - a single uvmapped strand replicated over and over. If you could get a strand or group of strands to share a single uvmap and trans, that might do it. [Hopefully Anton will look in and rescue me from the "I haven't a clue what I'm talking about" syndrome ;)]
"I am a good person now and it feels... well, pretty much the same as I felt before (except that the headaches have gone away now that I'm not wearing control top pantyhose on my head anymore)"
MadYuri posted Mon, 18 March 2002 at 2:41 AM
It looks like this really works. Aww, now I have to try this myself. ;P
Shademaster posted Mon, 18 March 2002 at 6:55 AM
Softimage XSI 2 has a very nice polygonal hair modelling tool as well. It's cost is the only downside of the program.
wolf359 posted Mon, 18 March 2002 at 11:48 AM
: -)
Jim Burton posted Tue, 19 March 2002 at 7:33 AM
wolf359 posted Tue, 19 March 2002 at 9:56 AM
Attached Link: http://66.70.166.29/motions/walkAE.mpg
HI Jim Thanks for the complements!! I pulled the mike wig into our lightwave modelor and its a little under 45,000 polygons.being primarily an animator i rarely do any still renders
and this whole thing started as i was working out creating
a dynamic animated hair system( ala Final Fantasy) for my animated movie
project (See link 1.2 meg mpeg)
but when i realized these polygon based "wigs" might work in still renders
i exported a few as .obj files to see if poser could handle them
the wigs pictured adove do not use transmaps Transmaps
simulate the appearance of individual hairs in still renders
but during an animation in a true raytraced environment like Cinema 4DXL or Lightwave3D
via the propack plugin,
they dont look very convincing when the light and camera angles change
for example look at the wig on Dina at the top of this thread
note how the blue rim lighting on the right literally highlights onto her "hair"
and right shoulder.
and if i develop some wigs i consider worth distributing
they wil be releasd as static .ojb prop sets of various styles and lengths
for men and women with no morphs necessary.
Jim Burton posted Tue, 19 March 2002 at 12:12 PM
That isn't too bad- and if Lightwave counts faces like Max (2 triangular faces = 1 polygon) it is even better!