How do I model her hair ?
This will be ingame so it has to be polygons, but high polygon count will be okay.
Use nubs surfaces to make the shell
Then what you want is 3 or mor layers to the shell. The most inner she'll will have an opaque and dark texture and each exterior she'll will have an increasingly see through (not just transparent) texture. You do this by painting alphas with fewer and fewer opaque streaks. Combine that with normals to make the streaks seem round and the limitation is only how high res you want the textures and hor many shells you want to have.
>google image this
>the incredible best childhood movie by far
i'm not really worried about the body, it's fairy more simple and smooth than the head.
Alright nurbs is the next step then.
I never ever tried ingame hair before so I didn't even know where o start. I don't know about alphas though, shes got a pretty solid hair. Maybe after the main form is done I can duplicate the mesh with different alphas to show different layers of hair strands.
OP, I used this: http://www.thundercloud-studio.com/index.php?page=shop%2F1.script%2F0.GMH2 . You still need source planes to tell it where to put the additional planes and I suggest having either a solid mesh in the middle or painting the hairline to help the hair blend.
Wow that is very accurate. Good job. What engine are you making your game in? I'd be happy to contribute to an erotica project. I can code and use unity tools.
Are you going to rig her so she can stretch and shit?
Wow. Thanks I'll give it a shot.
This is what it looks like in Unity. I'll rig once the body and everything is finished but I don't know if I'll stretch her like elastigirl. I was going to record the Unity videos and compose them into a movie but if you can code it, it can be like a 3d camera mouse orbit with keyframe navigation for scenes. Interactive would be much better.
Yeah for sure. What's the point of making it in a video game if it's not interactive right?
We're you thinking of making like a 3d version of those flash loops? Like with buttons for positions, speed, and maybe costume switching? That'd be trivial to accomplish in unity. The real head scratcher is dynamics. I was just testing a concept I had for making a particularly big butt jiggle in unity. It needs serious work though.
I didn't think that far but once I got the 3d Unity animations it can be converted it into almost any media. Flash is more popular and easier to implement to all the websites than Unity. And once you upload it to somewhere, it spreads to all the other websites like fire. But an interactive Unity game would be 10 times cooler.
It can be like a story where you can jump through the scenes with left and right arrow keys, and when it gets to the positions, you can use your mouse to orbit around and zoom. For the animation, I can simply do a butt jiggle with bone animations and bake it into keyframes. Unless you were thinking of a more complex interactive system like playing with the boobs and butt using the mouse.
well while exploring this idea myself I had a few thoughts.
If I bake the dynamics into the animation then the animation will cut when a different speed w/e is selected. which is how flash animations are. But if the dynamics were running realtime then transitions could actually flow together. It also opens he doors to other possibilities. Dynamic and modular animations.
making this up on the spot, a reverse cowgirl animation and a reverse cowgirl where she's eating a hot dog or w/e. You can simply tack on minor adjustments to naimations and add whole new scenes with little extra work.
Dynamic animations could allow you to actually be part of the scene. Like control thrusting with the mouse so the tempo is controlled by user input and have animations that blend on top of it. Like back arching, ass shaking, etc. That way it feels like you're a part of the scene. Flash could only do this by playing and rewinding the same animation. 3D lets you be modular.
Made the other part of her hair as well as the teeth. Hair is going to have to stay solid and blocky for now.
I don't want it to get too complicated. Give it a shot in Unity with a dummy rig if you can, but don't sweat it. I found examples of how people can make shaders that use pivot positions to make dynamic flexing effects without the use of anything extra.
Also I sent a mail to your gmail.
you can use the default unity scripts to wiggle certain bones in relation to the rest of the skeleton. so once you got the body rig, you can assign the script, target the ass or tit bones and that should do it
There is no hard divot under the lower eyelid
Everything about the nose is wrong
The upper lip is too thin and not sharp enough at the place where it meets the skin
The philtrum isn't wide or shallow enough
The irises are too small and too dark and don't gradate smoothly, the highlights on them are too white and don't fade gently
The eyelashes should be a simple alpha map, not a fur shader
Eyes are too large and set too sharply, Helen's face is entirely gentle curves with no creases except for dramatic purposes (which applies for most of the characters in the movie)
Eyebrows should be drawn with one of photoshop's hair brushes
Lip color too pink, not flushed enough
Actually model the ears and finish the back of the head, no one wants to see her hair in her mouth when she's moaning
okay start, clean it up
k im not sure how you're supposed to use smooth follow. Maybe if you tweak the script but not as it is.
On the other hand I took a second look at using spring joints. I think the way I was testing them was flawed because other than too low of dampening I think it looks pretty good.
it's all springs on a special joint setup I designed. As you can see there are dampening issues, and when the springs are set up to stop moving in a reasonable amount of time it takes thousands of force units to get them to jiggle at all. I havent found the right combination of settings to get the look I want. Nor have I really figured out if what im going for is even possible.
Thats incredibly close to the real thing, there are a few things I noticed:
the nose should be smoother, the sharp edge going in the horizontal center makes it look a bit odd. Nose should be smaller and a bit more to above as well. Eyes look good but maybe its better if they're slightly more egg shaped. he skin shading is almost the same so it's good the way it is.
Also don't forget these lines, thats what makes Helen look emotional and dramatic. If you nail the hair as well its gonna be a bretty gud pr0n >:)
I don't know what those are, I think you may have to explain that for me and then i'm going to need to look this up.
> i've met some incompetent animators who don't know shit about their fields so all animators are the same
Animation comes as a package. Just animating bones won't get you jobs anywhere.
Animating bones and moving the shape controls that the riggers provide you will actually get you jobs at lots of places. I know a lot of animators who don't do any rigging at their jobs, because there is always animation that needs to be done. That's why it's usually the technical artists who are doing the rigging and other fancy behind the scenes work in the software.
But will knowing how to rig well help you land such a job? Yes, absolutely. Because it shows you are passionate, that you go above and beyond and that you have a broad skill-set for in-case something comes up and they could use those skills to get something done instead of bringing someone else on for a bit.
But at the end of the day, if you're applying for just an animator position, then they are absolutely going to choose whoever has the most impressive animation going on in their reel.
Agreed. Knowing how to rig is very important to animators. Its not the be-all and end-all, but with the industry as competitve as it is, how could you not know something so critical to your art! to say otherwise is absurd
it's helpful, no matter your specialization, to be able to do every other job at least well enough to make whole projects on your own. If for no other reason than, if you can't make renders well then you cant show off your modelling and if you can't rig then you'll have nothing to animation for your portfolio.
But studios do really like it if you have a basic awareness of the rest of the pipe so you know how to work from someone elses work and prepare you part so it's easy for the next person.
Like a modeler who knows rigging can make topology which accommodates the movements the model will need. And then the rigger should understand animation so he knows to make it really simple to use because the animator is technically retarded.
Smooth those edges mate. Also your Nose Ala is on the same height as the Nose Columella, though the columella needs to be futher down.
Yea, your nose is too piggish. It needs to be smaller, rounder, nostrils defined slightly separate from her nose tip pointed down very slightly. She's more delicate feminine, subtle, and less exaggerated.
Oh boy ! I just noticed that there is a script in blacksmith assets which can accurately sort drawing orders on transparent objects :O
Which means they found a solution to the problem game engines have been dealing with since forever. Thanks for the tip !
I'm working on the hair to do different layers. I realized that it only sorts the opaque parts, but not the translucent ones, so theres still the same hair jumping issue going on. But ill post the shots once its done.
> Per polygon transparency sorting
That sounds fucking awesome, how do I enable it ? Also Blacksmith hair script duplicates your mesh 2 more times and renders them all together, so it costs 3 more times of a regular transparent material. Hope it won't go to heavy on the GPU.
Maya supports per-polygon sorting with transparent CgFX shaders. In the Maya viewport under Shading, turn off object transparency sorting and turn on polygon transparency sorting. This tells Maya to sort each polygon by its center, rather than each object. Maya detects whether the blending state is enabled in the first pass. If blending is enabled, Maya uses the Object Transparency Sorting or Polygon Transparency Sorting options in the viewport to correctly render the transparent shader. However this may not fix all sorting errors, so manual vertex-re-ordering may be needed.
We're talking Unity not Maya. Maya renderers does raytracing so it doesn't even need to sort transparency, it's not even a challenge in Maya.
It's only a challenge in real-time renderers such as Unity and UE4 which has to sort transparency that doesn't write to Zbuffer by default with correct shading. And there is no known solution other than depth peeling like this anon suggested : >>495120
But that simply duplicates the transparent meshes 3 times which requires the transprent meshes to write on each other 3 times per frame, which is a relatively costly solution for real-time renderers.
Does anyone know if there's a per polygon sorting in Unity ?
There's no per-polygon sorting in Unity, you have to program it in the shader yourself.
The hair in Unity 5 demos looked fine, how come that doesn't work for you? Could you post an image of the issue with hair you're having?
Oh no it works fine, atleast it looks better than the default transparnt shader.
The problem is that it creates a mixture of opaque and transparent material but it only sorts the Opaque pixels correctly, but not the translucent ones. The translucent pixels still render the hair in the back as if its up front.
ill post the pic soon
Not OP but for my personal satisfaction I tried it out myself.
Looks like, yeah Unity doesn't just do it right. The hair shader in the asset store looks really good though, and for only $20 it might be worth it.
that looks awesome though
the solution would be this blacksmith script.
the issue is depth sorting transparent polygons, and this script solves that. And the hair has as many polygons as you make it. Even long thick hair like in the other post's example could benefit from it by adding another layer of alpha planes where the hair does begin to thin out. That's hardly tripling the polycount.
Thats what the script does. When you add the script and run the scene, stay in editor mode. You will see that it literally duplicates the same mesh 2 more times and names it frontface culling, opaque layer and backface culling. Yet it doesn't correctly sort out the actual transparent parts.
hm ok. well ripling a few hundred polies isn't a big deal, and it does in fact appear to be solving the issue. Maybe not on some esoteric technical point, but simply in terms of pixels on screen it works.
you wouldnt use a jiggle bone in maya because maya has much more powerful tools.
for waving cocks what I use is a nurbs cruve made into a hair folicle. Then I make that follicle into a curve IK for some bones in the dick, or in ths tits if thats what im doing. You can control the stifness and length of the follicle so you can actually make a rig that dynamically controls a cock hardening/softening. If you ever seen that gif of the horse cock fucking a funnel then you've seen my attempt to make a rig used for guiding dynamic dicks to their static vagina targets.
As for things like tits and asses I use a mesh duplicated from the source and closed off. I make that new mesh a cloth with transform constraints on some vertices and a constant volume tracker. When everything is tweaked just right you have a tit which, when squeezed on one side, expands on the other, and dynamically collapses around whatever is interfering with it.
jiggle bones are an abbreviation of dynamics for games which are less cpu intensive than other methods.
oh yeah and the cloth mesh is a wrap deformer.
its actually too complicated ATM. Ive come up with a better way to do it but I havent tested my new idea.
and one for the road so you can see how the follicle behaves without getting stuck to a collider.
I would thank you like to know more, tutorials for one.
I did actually get some good recording software and made 2 videos explaining how I made what's on those gifs. Unfortunately I'm poor and my internet got shut off. I can't pay it till wednesday.
Sorry I was busy practicing some hair and face. This is the /aco/ mascot Madam Peacock.
I need to figure out what to change so it doesnt look like ayylmaos
Well the thing hurting the ayylmao situation the most is definitely the slant of her eyes. Mostly the outer part of her bottom eyelid. Lower that first and consider these other changes. In the picture I made her mouth and nose lower, tilted her nose to face more downward, moved her mouth more inward and I spaced her eyes out a bit more further apart. Probably the other biggest change is her cheeks. I think they jut out to much sideways, frontways and are also too high. Her cheeks being so high and so far forward are giving her some real ayy lmao on the more sideward angles.
But of course these are just what I'd do, so take what you will.
Seeing as this threads supposed to be hair themed
What are your plans? And really what's the end goal of the project? If this is just for making stills I'd suggest using actual hair effects instead of polygonal hair. Projects like, coincidentally, the incredible has shown that detailed hair effects work well with stylized designs.
Seems like /aco/ has decided on the final design.
Yeah, after a long discussion on /aco/ we decided to pump up the pose like that.
Aight then try dropping in some photo sourced hair textures with corresponding normal maps. The solid color hair blob isn't impossible to pull off, but personally even when it's done well it is inferior to alpha planes or even just a texture.
oh ok. the original design didn't have anything else than a solid color and line art but I can try textures. I just don't wanna get caught up overcomplcating it because theres no end to it.
>the lower part of the attachment isn't just an inch below the upper
That actually varies a lot depending on genetics and helps determine how perky a large breast can be. Some are only connected by an inch or two, while others are connected for nearly the whole size of the breast.