SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.

Home / forum / Lounges / Maya Basics & Newbie Lounge / head/hair geometry
Register FAQ Members List Calendar Mark Forums Read

New Thread
 
Thread Tools
Old 25-02-2007, 05:10 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 didnŽt 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, 07:58 AM   #2
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,276
Thanks: 41
Thanked 428 Times in 384 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, 08:16 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. IŽm 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
Click image for larger version

Name:	haaransatz.jpg
Views:	60
Size:	116.6 KB
ID:	33058  
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 25-02-2007, 08:46 AM   #4
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,276
Thanks: 41
Thanked 428 Times in 384 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, 09:01 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 havenŽt 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. IŽll 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, 09:17 AM   #6
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,276
Thanks: 41
Thanked 428 Times in 384 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, 09:30 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. IŽll test it with zBrush.
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
New Thread

« Previous Thread | Next Thread »

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off

1 Month

$34

Month-to-month billing
$34/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
 
 

3 months

$87

Billing every 3 months
$29/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $5 per month or $15 in total compared to monthly billing with this package.

12 months

$288

Billing every 12 months
$24/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $10 per month or $120 in total compared to monthly billing with this package.

Your plan will automatically renew. You can cancel at any time via your PayPal account to avoid being charged again.

You can view the FAQ on our video plans here. You can contact us directly here. By clicking one of the buttons above, you agree to our Terms and Privacy Policy.