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zandoriastudios

Hyenas

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Cool!

 

Already drooling at the thought of seeing animation of Tar fighting a couple of these guys. :-)

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Looks great.

 

Looks a bit Egyptian even, maybe it's the T-pose that does it.

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Looks like he is happy posing.......Nice modeling as usual

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ZS

 

Now that's neat ! I can just hear that...so called l laugh.......

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Really an amazing model or better to say character :)... no textures and with wirframelines and I can still feel all the personality (the evil one ;) ) in him!

Love it!

 

See you

*Fuchur*

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I missed this topic ....amazing model Willian, as usual...

Are you intending to use some kind of hair/fur or just textures ????

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I couldn't resist trying to draw this guy again but a little closer to your model.

Apologies for the liberties I've taken.

 

When drawing this I was thinking 'saturday morning cartoon'...

LastHyenaStanding.png

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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

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Wow! Very nice model Will

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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.

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Lookin' nice Will, looking forward to some action packed fight scenes

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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.

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Looks good Will, really GREAT! Suggestions? tweek-tweek-tweek, as if you haven't already been. The hair brightness control is keyframeable along the shaft 1-100%, have you set that yet?

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did a lot of reading and tweaking last night, using the Muhair shader. This is with the hair casting shadows:

hyenatest00.png

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This is with the hair casting shadows:

 

I'd say that is an improvement. The default Muhair settings can be overly 'sheeny', sometimes need be pulled back a bit.

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I couldn't find a thread that explained the settings, but dialed the % back to 5, instead of 100% on the highlights(?) and the strength down to 20%

--He looks like a mean little bastard!

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He looks really great!

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That's done it! :)

 

What's next? Armor? Weapons?

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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.

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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?

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Still looks great... maybe you could use cookie-cut-maps with dynamic constraints between his ears to get the little bit of hair there...

 

See you

*Fuchur*

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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.

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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.

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That's a pretty convincing fur look. If there were some way to roughen up the silhouette edges it would be a complete illusion.

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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

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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

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that's a big hippo.

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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

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Very nice! :)

 

I'm enjoying every image you post.

 

There is a 3D Viewmaster feel to this last one.

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