It is spectacular, great work . Thanks for sharing the details! Interesting especially to hear how you have used the old hair to groom - I also find the ICE hair tools coming short in that respect.
Morten Den 21. maj 2013 kl. 22:41 skrev jimmy gass <ji...@nervegass.net>: > Thanks everyone. > > The hair was nothing revolutionary. It was using the Melena set up to > convert the XSI hair to curves, then the curves to strands. It wasnt fast. > It's just a lot easier to groom that way, using the built in hair system. > Especially using a lowrez hair set up and copy styles to a highrez set up. > So that is what you saw on the behind the scenes. > > The basic groom was combed the old school way, then layers of ICE > manipulations on top of that to get more variation, color dynamics etc. > > Dave Barosin helped in getting the hair dynamics to work with a pretty > ingenious set up. > > Vince built the muscle setup which I'm not really able to comment on too > much. He handed a cache of that geometry over to me, and I had a skin > simulation stage that is basically a verlet set up that conforms to the > muscles. It was used mostly for the body, but was also used sparingly on > the face. (the stuff you see in the behinds the scenes is an embarrassingly > old test scene, but you can see the verlet wrinkles) > > The face was largely done with maps to drive deformation at render time. > Based on the compression and stretch of the underlying geometry. > > Rendered in Arnold. With Keven Ives and Thomas Bardwell handling most of > the shading and lighting. > >