NEKOSEI Posted November 7, 2005 Share Posted November 7, 2005 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. Quote Link to comment Share on other sites More sharing options...
pequod Posted November 7, 2005 Share Posted November 7, 2005 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 Quote Link to comment Share on other sites More sharing options...
jon Posted November 7, 2005 Share Posted November 7, 2005 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 Quote Link to comment Share on other sites More sharing options...
NEKOSEI Posted November 7, 2005 Author Share Posted November 7, 2005 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! Quote Link to comment Share on other sites More sharing options...
amarillospider Posted November 7, 2005 Share Posted November 7, 2005 They're the experts. Here's the material I made for the towel on my mascot entry. -Alonso towel.zip Quote Link to comment Share on other sites More sharing options...
NEKOSEI Posted November 10, 2005 Author Share Posted November 10, 2005 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. Quote Link to comment Share on other sites More sharing options...
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