Creating Hair Cards in Blender for Realtime Characters – Course Teaser


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Discover a technique for generating realistic hair styles for realtime application, like video games. This workflow utilizes Blender’s particle hair system along with Bezier curves to deliver a non-destructive hair card creation and grooming process. Create AAA hair like the pros!

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16 responses to “Creating Hair Cards in Blender for Realtime Characters – Course Teaser”

  1. I always found 2 problems with this method. First it can create noticeable bald spots. Second it creates the possibility of depth buffer fighting. Since a game engine has to render a frame every 60th a second, it's calculation needs to be fast. When you have 16 or more alpha maps on top of each other, it takes too long for the graphics card to calculate the pixel, so it just stops after a certain point. This is if it didn't fail in the initial pass due to conflicting depth calculations which creates a very undesirable look.
    Modern games use a number of techniques. First they can use a hair plugin that does the hair as a pass after the initial drawing of the frame. Second they can make geometric shapes that look like locks of hair, then texture those. Third they may sculpt the hair directly on the head, then use a couple planes to signify the strands.

  2. hey man can you help me with something. i am trying to make models for my game. it is isometric wiev and the models are supposed to be seen from a long distance. but when i zoom out, the end lines and detailed places looks weird and distrupted. like… you can the the pixels and stuff. do you know how can i make them look good even from a distance?

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