Re: stylized cartoon fur

Date : Sat, 24 Mar 2007 19:05:46 -0700
To : XSI(at)Softimage.COM
From : "Graham D Clark" <mailgrahamdclark(at)gmail.com>
Subject : Re: stylized cartoon fur
The map to attribute at incidence is a good and proven method in a few apps and works in xsi too. In XSI on Barnyard Adam Farrell created a scop then an op for us that made weight maps at incidence to camera or whatever object, perhaps the weight map creaters that  Luc Froehlicher posted a while back that did all kinds of cool weight maps for hair, does this too. Like suggested above by Peter it would be great to be able to use those maps to drive hair attributes, but since you dont have xsi hair, can you drive the attributes or shader attributes of the free hair solution? or explore using them to drive static particles and their attributes (do particles come with essentials?) with instances.
--
Graham D Clark, Technical Supervisor
Paramount Pictures, Marx Brothers Building, Room 111, 5555 Melrose Ave, Hollywood, CA 90038, graham.clark(at)mainstreetpictures.com
http://www.grahamdclark.com | http://www.linkedin.com/in/grahamclark | http://www.xsibase.com/articles.php?detail=117

 
On 3/24/07, Matt Morris <mattmos(at)gmail.com> wrote:
Oops. Good guess ;)

Thanks for the reply. I'm probably only using essentials or foundation for this one, so hair is out of the equation - I could create sprite cards and distribute them using incidence maybe... will investigate some methods of limiting the distribution.

Tim - that's not a bad idea - booltrace is nice but no real-time feedback which could cause problems when animating. But I think I'm leaning in the way of some kind of silhouette, but with the ability to shape animate or switch between versions, sounds like there would be a greater degree of control.

thanks again for the replies!
matt




On 24/03/07, peter boeykens < peter_b(at)skynet.be > wrote:
Have a try with very thick hair, with zero or very little transparency.
You could also use the body as a nurbs and surface constraining modeled hairs to that.
 
Either way, you will have a hard time achieving a consistent good looking stylized result.
 
Perhaps you can do some nifty setup to create hair only on the silhouette.
I've done this using an incidence pass that was prerendered, used as a texture map driving a cut and/or density map.
I tried to do it interactive with lightmap but didnt have much success.
Anyways, it helped tremendously in keeping a nice and clean hair silhouette.
Putting hair all over the body usually fills up the silhouette too much.
 
btw, there was an i missing in your link, here's the corrected one:
 
 
----- Original Message -----
Sent: Saturday, March 24, 2007 3:52 PM
Subject: stylized cartoon fur

 
Hey all,

I'm gonna try an attempt at cartoon fur, and wondered what thoughts/experiences/methods people might be willing to share - something akin to this example I picked up from cartoonbrew: http://www.mattmos.com/xs/fur_example.jpg except with an ink outline.

The character will be 3d but needs to look 2d, so the fur needs to look good from different angles, most important is keeping the clean outline, basically always trying to make it look drawn and considered, rather than a 3d spikey thing.

Ridiculous idea? Do it in 2d?

Cheers,
matt



--
www.mattmos.com | www.xsilondon.com



--
www.mattmos.com | www.xsilondon.com



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