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Published: 2015-11-17 20:15:33 +0000 UTC; Views: 1430; Favourites: 22; Downloads: 0
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Description
Materials can do wonders for hair. Here, I am pretty sneaky with several layers and material settings, and Hunter's trademark hair came out looking almost oil painted on. It is so silky and shiny, without looking like a wad of plastic, and it has this wonderful backscattering light in the topmost strands. She owes me a kiss for how much work I put into her hair.Her skin is also looking good. Hunter's diffuse maps are about all the character has, she is from an older set and needed a lot of love to look great. Her tats fade a little, though naturally, with all the special effects layered on her skin, but she is looking good in DAZ Studio, which is no small feat.
You can hand-build high quality shaders yourself out of any character, and in doing so you learn a lot about your program, the things you buy, and how everything works together. Even studying what others do is instructive and can give you ideas about how artists do these effects.
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Comments: 9
rendercomics In reply to Victor2K [2015-11-17 22:24:01 +0000 UTC]
Thanks! She is special and I love those, agreed.
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rendercomics In reply to Wendy010 [2015-11-17 20:39:40 +0000 UTC]
Thanks! It is really beautiful hair and deserves a lot of attention. In a lot of pics it is so dark it fades out, but that backscatter light just makes it pop. I had to hand-roll some bump maps for it to get the front looking soft, and two distinct levels of shine (both wide area gloss and spot-shine highlights) to break those up, otherwise you get the plastic bowl look.
You test something, render, reset, test, render, and on and on until you get what you want. At times you see something and you get close, but you need to go through a couple dozen iterations of values and settings before you capture it. Hair is one of those things in 3d that is really hard, and especially making an older set like this look good. If you can get the 'oil painted' magic happening, you are there.
If all else fails, I guess I could become a 3d hairdresser and stylist.
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Wendy010 In reply to rendercomics [2015-11-17 20:47:24 +0000 UTC]
3D hairdresser! LOL! You know, you just might be onto
something there. I've had several 3D renderers remark
that hair is one of the most difficult things to get right in
the whole business. Even long, straight hair like mine can
be a challenge, I'm told. So, the style in this picture must
have really been tough! I know absolutely nothing about
3D render work, except that it is not an easy thing. This
makes your work extra amazing!
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rendercomics In reply to Wendy010 [2015-11-17 22:23:39 +0000 UTC]
Thanks
Yeah, straight hairs are tough because a lot of the models are these single-polygon thickness 'shells' where the transparency map does a lot of the work. It looks good from a distance, but once you get close they have no depth. If the hair is long enough and straight enough, like a braid undone, you run into all sorts of problems bending and twisting what should be an organic, soft, and natural flow of hair. You see a lot of long 3d ponytails because those can be modeled round and move like a snake with split ends.
Shoulder-length hairs with some volume tend to look and work the best, currently. But don't cut your hair just yet. Maybe I will devise some hair technology to figure this one out.
Right now, skin and hair materials are where my mind is at, and getting those to look right. The hair I started with above is a very old set, with just textures and that's about it. I love to take these sets and see how they look once you put some more work into them. I am delighted at that backscatter look, and also the bump making it look like there are individual hairs passing through those highlights in one direction.
Yes, 3d is not easy, even if you are someone who helped create all these programs and figures in the first place.
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