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3 Dimensional Chat / Hair and things that are furry

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RadiusOFT
19
Years of Service
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Joined: 14th Jul 2005
Location: Aloha, OR(egon)
Posted: 17th Apr 2006 03:43
how do i make hair and stuff that is furry (in Milkshape fyi) ive heard somthing about some alpha thing but i dont know if that has anything to do with hair. can someone tell me?
zircher
21
Years of Service
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 17th Apr 2006 15:44 Edited at: 17th Apr 2006 16:18
Realtime game models of hair is very difficult compared to rendering still images or cut scenes. You'll have to rely on clever textures and perhaps having a few over lapping pieces with alpha textures. Look at how they did hair in resource poor games on the PS1 as a practical example.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Seppuku Arts
Moderator
20
Years of Service
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 17th Apr 2006 17:00
Without a fur shader it can be time confusing, basically

make a plane, use that to contain a line of fuer
texture it with a fur texture
Make an alpha map for it, an alpha map is a black and white (monochrome) texture that is black where you want the texture to be visible, and white where you want it to be transparent, which can give a hairy/furry look to it, copy and paste the textured/aplha mapped plane all around your model so it looks like its furry, to get the fur like you get in some new games, that requires a shader and those in rendered images come from modules/tools for certian applications like 3DS Max, Cinema 4D 9.5 (With hair module), Maya, Poser 6, HASH: Animation Master

Yey! I removed the sig...
A Llama called Dalai
RadiusOFT
19
Years of Service
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Joined: 14th Jul 2005
Location: Aloha, OR(egon)
Posted: 18th Apr 2006 04:12
thanks

ps so its not possible on Milkshape?
zircher
21
Years of Service
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 18th Apr 2006 17:01
Static models, yes. Layered pieces, yes. Animated ponytails, yes. Anything more dynamic would probably have to be coded in the game or as a shader.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
John H
Retired Moderator
22
Years of Service
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 18th Apr 2006 19:26
Use alpha textures on the ends of the hair, as seen here...



The hair is just a bunch of plains, which at the end have a texture with transparency wherever there is no hair. With some hard work and patience, this can look really good - have fun and good luck


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Oddmind
20
Years of Service
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Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 18th Apr 2006 22:55
my pictures

I posted a thead a while ago with a bunch of pictures like that that i ripped from FFX and was talking about how most of the detailed stuff in that game is thru the use of alpha mapping. But you see there for the smooth transition they used a gradient from white to black as to not get aliasing and such.

I also noticed when doing that, that all the planes that had alpha maps applied to them were flipped normal side out for some reason, I still dont know why...

formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.

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