Game Development Community

More character pics, Hair is hard to do, you know.

by Cinder Games · 07/30/2006 (10:59 pm) · 16 comments

Been doing some more modeling. Trying to improve my ability to model hair. i see hair as possibly the hardest thing to model.

Anyhow I love pics, so here's some pics of the characters head in torque.

Angle View:
img291.imageshack.us/img291/6292/newhairpr0.jpg
Front view:
img68.imageshack.us/img68/1185/newhair4mk8.jpg
Side view:
img291.imageshack.us/img291/6140/newhair3od0.jpg
Back view:
img291.imageshack.us/img291/9492/newhair2ps3.jpg

I'm not quite done yet. but i'm fairly satisfied so far. I tried a new way of making hair this time, and it seems promissing. So i'll get back to work on it more tomorrow.

Till then, any comments?

#1
07/30/2006 (11:11 pm)
Rama,

Looking good.

Sounds like you are still looking for critiques?

Is the shadowing around the sections of hair due to the lighting on the geometry, or is it painted in? If its painted in, then it should be a dark partly desaturated shade of blue, no the gray that it appears to be in the pics.

Also, the UV mapping of the hair texture toward the ends of the strands, looks a touch wonky. It breaks the smooth flowing look of the hair. That wont be an issue unless the camera gets close to the characters head in game.
#2
07/30/2006 (11:30 pm)
img68.imageshack.us/img68/9485/smhairbpt4.jpg
This the is hair texture i'm using. For the time being it's just this one image. I applied a gradient to the edges to darken them... but it doesn't quite look that way when applied to the model. Might need to stretch out my uvs, but then they'd end up too dark. So i might try some more texture tests after work tomorrow.
#3
07/30/2006 (11:35 pm)
Looks good Ramen. Are you using any transparencies?
#4
07/31/2006 (1:08 am)
Looks really good, I like it :-) does the hair bounce when moving (like run and head look)?
#5
07/31/2006 (4:36 am)
@Andy
No alpha. Torque is pretty gay when it comes to alpha. Especially when you layer them.

The hair will move a bit but it's currently not setup for animation.
#6
07/31/2006 (10:04 am)
Nice.. looks pretty good i really like the subtle shapes of the nose and the detail on the neck/colar bones

*edit* how many pollys is it?
#7
07/31/2006 (10:28 am)
Ramen,

I would take that texture and try turning that gradient into a darker shade of blue, rather than a fade to black. Thats my best guess.

So when do we get to see the whole thing?
#8
07/31/2006 (3:29 pm)
@casey.
She's alot of polies right now. In them pics, its into several thousand. There's no texured shading. that's all dynamic lighting. That level represent's my "mid to high" quality range. I've yet to do any optomizations... and believe me. there's room for lots. I model with with subpatches, so i can change the detail level whenever i like so i can create a lower res version of her for normal game play situations.

@Todd.

I'll try and change the gradient like you suggest and i'll post a pic. What do you want to see of her? She's still in development. I haven't designed a costume for this character yet. I'm basing this character off my old one, so i'm starting with some hair, gonna design a costume later for her, change her features and create a new character.
#9
07/31/2006 (4:07 pm)
I used a new gradient with dark blue. it seems to make some difference. But i noticed the built in lighting pack seems to affect the saturation. here's a side by side.

img189.imageshack.us/img189/1969/sidebysidecm5.jpg
#10
07/31/2006 (4:36 pm)
Ramen,

the lighting looks very different between the two. Even the lighting on the skin is different? is this in lightwave?
#11
07/31/2006 (4:37 pm)
No, it's showtool pro.
It has two lights available, it's got normal, and a TLK light.
#12
07/31/2006 (5:03 pm)
This is what she looks like in lightwave. Don't click on this is you're not mature.
ramensama.dyndns.org:8000/girl/girllightwave.jpg
#13
07/31/2006 (6:19 pm)
Nice erm... "tracts of land"...

Ramen, what are bones doing that poke out of the shoulders? How do these assist?
#14
07/31/2006 (6:26 pm)
I use these as an assist. i can twist the arm, eseentially to help position the elbow. They exist outise the IK chain, which is important. Cause you can't manually rotate a bone in an IK chain and get proper results when exported.

Here's another character. You can also see these Helper Bones.
img431.imageshack.us/img431/7356/complexhp3.jpg

Not sure what to say about this one... can't remember what i was doing when i made it. But i know i used these helper bones to twist the arms a bit to keep it from tearing at the arms.
img181.imageshack.us/img181/95/difffl4.jpg
#15
07/31/2006 (11:38 pm)
So do these export to Torque? I always had problems with helper bones...
#16
09/01/2007 (5:13 am)
that's why my characters are bald :-)