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> Hi to all out there,
>
> after I experimented a little bit with a PERL script to place arbitrary
> objects on a mesh in an evenly distributed manner, this is the first
> real result of a fluffy toy (like my niece have one).
>
> Even so I very like Tim Nikias (here your "credits" ;-)) approach of
> "cube-mapping" a predefined set of meshes to take the mesh normals into
> account, I found it not necessary in this case as the fur won't be
> derogated by gravity and orientation that much and it would even be hard
> to see in the render (beside you make a real close-up).
> Instead I wrote small macros to generate small patches of hair with the
> possibilty of controlling the length and curliness (as probably
> everybody here has done it once), and used just two different patches to
> instanciate the rest of the fur.
>
> I'm very pleased with the outcome, as it shows all this small
> irregularties of real fur.
>
> Please forgive for the poor textures (and maybe) strange colors as I'm
> allmost color blind and sometimes just have to guess.
>
> ... dave
>
> ------------------------------------------------------------------------
>
Looks great!
What is the hair made of? cylinders?
Sebastian
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