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.
> 
> 

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