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Posted

I've been working on figuring out how to create a furry character for a few weeks, and have had very little success with Animation Master's hair material.

 

What I've been able to get so far:

http://members.shaw.ca/nekosei/others/naote0.jpg

http://members.shaw.ca/nekosei/others/naote1.jpg

http://members.shaw.ca/nekosei/others/naote2.jpg

 

All slightly different variations of the density settings.

But you can see why I'm having problems. The fur looks too uniform in placement, even with the position variation set to 100%.

 

Recently I installed the DarkTree plugins, and got the spotted fur texture applied to her after working on materials to get the fade between the two fur colors better.

 

Here's the result with the DarkTree fur texture:

http://members.shaw.ca/nekosei/others/naote5.jpg

 

This makes her look furry... but I certainly need to make her

 

I still want to use some kind of particle fur or hair material, and I'm wondering if there is any way to get a more random look to the hair placement.

 

What else I have tried:

-Insane density settings (10,000%)

-AM's own Fur materials

-multiple hair emitters

 

As I understand how the hair material works, a higher density model would cut down on the uniform placement.

 

But, does anyone know of a better way to get her to look fuzzy?

Some other enhancement for Animation Master? A different Plug-in?

 

Or do I need to bite the bullet and double, triple or even quadruple the patches count?

 

Any ideas or help would be appreciated.

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Posted

You might be better off using a gradient material rather than hair. I've attached a simple edge gradient material as an example.

 

Have you tried 'grooming' your hair? That will stop it looking too uniformed. They are a few other suggestions I could make, but I'm wondering what version of A:M are you using?

 

[attachmentid=10832]

ShortFur.mat.zip

Posted

let me add another vote for non-particle hair.

 

gradients can do wonders to simulate a velveteen look, with key bits of geometry for tufts, etc.

 

-jon

Posted

Using 12.0m, and I actually did not think grooming it would make that much of a difference... I will try that.

 

I will also take a look at your example to see how well it works.

 

Thank you for your suggestions. :)

 

>jon

 

Alrighty then. I'll see what I can do with a gradient. Thanks!

Posted

Well, after testing some gradients out, as well as some other kinds of shaders, I have decided that short of adding more geometry to her and using hair, the spotted fur texture from DarkSim is the best option.

 

Still need to add her hair and a few other colorations however, but this is the best I think can be done.

 

http://members.shaw.ca/nekosei/others/naote6.jpg

 

Unless there is something else someone thinks I should try...?

 

Thanks for the help, everyone.

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