Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 25-02-2007, 06:10 AM   #1
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default head/hair geometry

I didn´t know exactly where to post this, so here is my problem.

I am currently working on a head which is going to be used for realtime application. in the end it should be as photorealistic as possible with all kind of maps (texture, specular, normal, and whatsoever).

the hair_geometry will get a different shader than the head_geometry. so how do I avoid ugly seams or z-fighting between hair any other terrible interference between hair and head?


my first suggestion was to model the hair into the inside of the head and try some kind of texture blending.

does anybody have any suggestions?
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 25-02-2007, 08:58 AM   #2
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

Hey Falott

Its been a while, hope all is well. How long is the hair going to be?

Cheers
Jay
Jay is offline   Reply With Quote
Old 25-02-2007, 09:16 AM   #3
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

hi Jay! long time no hear. I´m fine, finally got a job in the business last year


well the hair are going to be stuffed together into a knot on the backside. I guess the length of the hair will be a problem - later but right now the major issue is to get a clean connection between skin and hair on the fronthead coz the hair are combed backwards like in the image below.
Attached Thumbnails
 
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 25-02-2007, 09:46 AM   #4
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

Cool stuff with the job!!

For this kind of hair being realtime I would sculpt this as part of the actual head. I wouldn't worry about seams as those can be got rid of using either Z brush if you have it or Maya's own 3d texture tool, which has a clone brush very much like Photoshop. Textures wise I'd do different levels of spec to differ the hair from the skin.
Hope this helps

Cheers
Jay
Jay is offline   Reply With Quote
Old 25-02-2007, 10:01 AM   #5
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

yeah, that helped! different level of spec... the guy who throws all together in the realtime app thought about to use 2 geometries (hair and head) to make use of 2 different shaders, but we dont quite know if we are going to be pleased with the result. both procedures haven´t been tested yet. we are still trying to evaluate in a imaginary way actually to anticipate problems we might run into. you think just a specific spec map will simulate hair nicely? I will try.

thx for your input. I´ll post updates if I am allowed to.
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 25-02-2007, 10:17 AM   #6
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

You could use a cap with a anisotropic shader on it but its real time and you want it to be manageable

Yeah I dont see why the spec wouldnt work, providing its done properly. If you use normal maps or even displacement it should add some depth too. If it can be done for games, why not for you...

Cheers
Jay
Jay is offline   Reply With Quote
Old 25-02-2007, 10:30 AM   #7
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

sounds reasonable. I´ll test it with zBrush.
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote

A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.