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I am doing fur atm on a character which I got
from a client, and it has very rectangular polygons in places. I have
a problem with getting good coverage in areas where the polygons get very
rectangular, since guide hairs are generated on vertices and where rows of these
are close in one direction on the mesh but not the other, I get feathery looking
dense clumps of fur but still uncovered areas on the long side of the very
rectangular polygons. Does this make sense?
So I wonder if there are methods or tricks up
someones sleeve to control hair coverage independantly of vertex positions? I
have tried Hair Multiplicity with some Splay at root, which does cover these
empty areas, but it also puts hair strands where I dont want them so that is a
no go.
Morten Bartholdy 3D & VFX
Artist
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