sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Hyenas


zandoriastudios

Recommended Posts

  • Replies 51
  • Created
  • Last Reply

Top Posters In This Topic

  • 1 month later...
  • 4 weeks later...
  • 2 months later...

Here he is rigged with textures! I'm still tweaking the fur...Can I tweak the brightness down? It looks better without casting shadows, but still too much contrast with the surface that is emitting the hair. I'm thinking about giving that group a darker color, then turning down the properties driven map strength that is coloring the hair to see if that will darken it a bit... If anyone has suggestion, I would appreciate it.

WIP2_11_13.jpg

Link to comment
Share on other sites

  • Hash Fellow

Lookin' good. Have you tried FakeAO with the hair? that might help to darken the skin and hair roots.

 

The problem I see is when the surface is angled such that the hairs are pointing straight at the camera and the hair doesn't appear to cover the skin.

Link to comment
Share on other sites

  • Admin

Looking good Will!

 

The problem I see is when the surface is angled such that the hairs are pointing straight at the camera and the hair doesn't appear to cover the skin.

 

I believe the classic approach would be to add a second decal (the first driving the hair color) to fake smaller hairs on the surface of the skin. (If you are using a decal to drive hair direction then you'd be adding a third decal)

 

I can't recall if it was one of the Anzovin videos or a Tech Talk but someone did demo the technique via a video tutorial.

My memory says it was Raf Anzovin who conducted the tutorial. He used straight hair from a top view to create the skin's decal.

I recall the video because he then added a few purple hairs to break up the contrast of the other hairs.

 

Adding that decal would also darken the base of the hair/skin which would help with the shadow transition.

Link to comment
Share on other sites

  • 3 weeks later...
  • Hash Fellow
After a lot of experimenting, I just never got happy with the look of the fur. This world has a LOT of animal characters--and It was taking an hour per frame! So...I've gone to the darktree "plush" material for the body.

 

Is it the last one in the first post?

Link to comment
Share on other sites

I'm with the others, I don't think losing the hair takes anything significant away from the character. It looked great even when it wasn't textured.

 

It's a necessary sacrifice.

Link to comment
Share on other sites

yes, I just edited the first post:

post-42-1362107920_thumb.png

 

Once I get the ninja hoods, helmets, etc on the variations of the plush hyena, it may not matter if there is any hair. Or I could just use hair on the animals that have a mane or beard and just leave the body hair plush.

Link to comment
Share on other sites

You could go for painted fur. Much more work, but I wonder if you could create a repeating pattern for it?

 

I was looking to see if I could find an example of how they've done it in The Clone Wars (which uses a painted look for all the textures), but couldn't find a relevant example.

 

But you can see how they handled the long fur of Chewbacca:

 

t1larg.chewie.jpg

Link to comment
Share on other sites

Ninja version! I modeled the hood, but just modified the bump and color to get the pants and sleeves. The background is just a rotoscope, because I think layers and rotoscopes are how I will do most of the locations (nice because I can render the complete frame and not have to render in passes).

hyenaninja.png

tar_hyena.jpg

Link to comment
Share on other sites

  • 1 month later...

Doing some experimenting today with Sculptris. This is a rock formation modeled and textured in Sculptris, exported as .obj and imported as a PROP in A:M. The background is a photo. (I'm going to do paintings for the backgrounds, so this is not the final look that I'm going for..)

sculptris_screencap.jpg

tar_hyena2.0.jpg

Link to comment
Share on other sites

  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...