Difference between revisions of "HairTechnique"

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Hair for in-game rendering can be a tough beast to master. [[TransparencyMap#Alpha_Blend|Alpha blending]] is usually required to get soft feathery edges, but can cause [[TransparencyMap#Sorting_Problems|sorting problems]]. Lighting can also be difficult, so hair is usually rendered using an [[EmissiveMap|emissive shader]] (without any lighting at all). If the hair is being lit, options include [[VertexNormal|bent vertex normals]], [[NormalMap|normal mapping]], and [[AnisotropicMap|anisotropic mapping]].
* [[Polycount|Main Page]] > [[Category:Texturing]] > Hair Techniques
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= Hair Techniques =
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__TOC__
Hair for in-game rendering can be a tough beast to master. [[Opacity Map#Alpha_Blend|Alpha blending]] is usually required to get soft feathery edges, but can cause [[Opacity Map#Sorting_Problems|sorting problems]]. Lighting can also be tough, so hair is usually rendered using an [[Emissive Map|emissive shader]] (without any lighting at all), for lit hair sometimes [[Vertex Normal|bent vertex normals]] can help, and/or [[Normal Map|normal mapping]].
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{| border="1" cellpadding="2" cellspacing="0"
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== Hair Technique Links ==
| [[attachment:hair_allods-online_harpy.jpg|Media:HairTechnique/attachments/hair_allods-online_harpy.jpg
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* [https://web.archive.org/web/20190509051037/http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ How do I create real-time hair for games?] by [https://tomparkersartdump.wordpress.com/gallery/ Tom "crazyfool" Parker], using Zbrush and Maya to create polygonal hair strips. (4MB backup PDF [[file:How_do_I_create_real-time_hair_for_games_3DArtist_Magazine.pdf]])
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* [http://www.polycount.com/forum/showthread.php?t=156012 Fluffy fur breakdown] Polycount forum thread
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* [http://www.polycount.com/forum/showthread.php?t=132064 Hair Authoring Tools and Techniques Round Up] Polycount forum thread
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* [http://www.polycount.com/forum/showthread.php?t=130038 Ryse Moss Tutorial] Polycount forum thread
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* [http://udn.epicgames.com/Three/TranslucentHairSorting.html UDK - Translucent Hair Sorting]
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* [http://udn.epicgames.com/Three/AnisotropicLighting.html UDK - Anisotropic Lighting]
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* [http://www.youtube.com/watch?v=7ySmtu-JEkw Shader FX - Fur Shader] Youtube video. Shader FX also has a hair shader with anisotropic lighting.
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* [http://www.polycount.com/forum/showthread.php?t=76499 Best method to create lowpoly hairs?] Polycount forum thread
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* [http://www.showmethatagain.com/lms/mod/page/view.php?id=21 Low Poly Hair with Gimp and 3ds Max] ($) by [http://www.polycount.com/forum/member.php?u=18576 'ultramedia']
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* [http://fc02.deviantart.net/fs70/f/2012/012/1/1/polygon_hair_tutorial___3dsmax_by_athey-d4m4pma.jpg Step-by-Step Example of Hair Creation Process in 3ds Max] by [http://athey.deviantart.com/#/d4m4pma Athey 'd4m4pma' Moravitz]
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* [http://udn.epicgames.com/Three/CreatingHairUsingAlpha.html Creating Hair Using Alpha (Gears of War 2)] by Kevin Lanning. [http://www.maxforums.org/threads/artiste_character_modeling_creating_hair_kevin_lanning/0001.aspx Explanation here].
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* [http://www.paultosca.com/varga_hair.html Varga Hair Tutorial] by [http://www.paultosca.com/ Paul Tosca]
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* [http://www.polycount.com/forum/showthread.php?p=800117#post800117 Pandicarus from Dominance War III] Polycount forum thread, fur technique explained by [http://www.squirrelyjones.com Mike 'Squirrely Jones' Voeller]: (2MB backup PDF [[file:squirrelyjones_fur.pdf]])
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* [http://www.polycount.com/forum/showthread.php?t=85471 Using Pre-Rendered Fur Tiles for Texturing, with Maya Fur & Photoshop] from the Polycount forum
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* [http://gameartisans.org/forums/showthread.php?t=14953 best videogame hair] thread from GameArtisans
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* [http://www.zbrushcentral.com/showthread.php?t=079141 Uncharted 2: Among Thieves art work] thread from ZBrushCentral
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* [https://www.cmpevents.com/sessions/GD/S4585i1.pdf Hair Styling: A Teenager’s Dream, An Artist’s Nightmare] (3MB PDF) - Bioware's Dragon Age presentation from GDC 2007
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* [[file:making_of_sotc.pdf|"Shadow of the Colossus" article]] (PDF, English translation) - Explanation about the "fins & shells" technique.
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* [http://www.pixologic.com/docs/index.php/Tutorial:_Bird_of_Prey ZBrush Tutorial: Bird of Prey]
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* [http://sshart.weebly.com/tutorial.html Tutorial on using curves for long hair] by [http://www.sshart.weebly.com/ Scythe]
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* [http://polycount.com/discussion/comment/2555801#Comment_2555801 Hair creation using AlShader in Maya] by [https://www.artstation.com/artist/jansenturk Jansen Turk]
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== Hair Technique Examples ==
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{|border="1"
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|[[image:fluffy-fur-breakdown.jpg|thumb|239px]]
 
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|Fluffy fur used for [https://www.artstation.com/artwork/the-vajen-bader this helmet]. <br/>Polycount Forum thread [http://www.polycount.com/forum/showthread.php?t=156012 Fur breakdown]. <br/>Image by [http://joostvanhoutte.com/ Joost Vanhoutte].
 
|}
 
|}
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{| border="1" cellpadding="2" cellspacing="0"
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{|border="1"
| [[attachment:hair_allods-online_elite-mount.jpg|Media:HairTechnique/attachments/hair_allods-online_elite-mount.jpg
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|[[image:hair_allods-online_harpy.jpg]]
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|[[image:hair_allods-online_elite-mount.jpg]]
 
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|colspan="2"|The Harpy and Elite Mount characters from [http://www.allodsonline.com Allods Online]. Images by [http://www.astrumnival.com Astrum Nival].
 
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|}
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* [http://udn.epicgames.com/Three/CreatingHairUsingAlpha.html Creating hair using materials and meshes in Unreal Engine 3] by ''[http://www.epicgames.com/ Epic Games]''. Text to go with the images can be found in the Maxforums thread ''[http://www.maxforums.org/threads/artiste_character_modeling_creating_hair_kevin_lanning/0001.aspx d'artiste Character Modeling 2 - Creating the Hair by Kevin Lanning]''. <<BR>><<BR>>
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{|border="1"
* [http://www.paultosca.com/varga_hair.html#hairtex Varga low poly game character hair] tutorial by ''[http://www.paultosca.com/ Paul Tosca]'' has hair alpha tips. <<BR>><<BR>>
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|[[image:hair_udn-gow2-shaded.jpg]]
* [http://www.zbrushcentral.com/showthread.php?t=085985 Memory Of Sci-Fi---MIB and Hollowman] - by ''"darkmummy"'' <<BR>> Busts of Tommy Lee Jones and Kevin Bacon, with wireframes that show how the hair was created. <<BR>><<BR>>
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|[[image:hair_udn-gow2-wire.jpg]]
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|[[image:hair_udn-gow2-ingame.jpg]]
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|-
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|colspan="3"|The hair setup for Dominic Santiago in Gears of War 2, on PC/Xbox360. [http://udn.epicgames.com/Three/CreatingHairUsingAlpha.html More pics here], [http://www.maxforums.org/threads/artiste_character_modeling_creating_hair_kevin_lanning/0001.aspx words here]]. Images by [http://www.epicgames.com/ Epic Games].
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|}
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{|border="1"
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|[[image:hair_ffx-yuna-wires.jpg]]
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|[[image:hair_ffx-yuna-tex.jpg]]
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|-
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|colspan="2"|Yuna from Final Fantasy X, on PS2. Images by [http://na.square-enix.com/games/FFX/ Square Enix].
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|}
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<br clear="all"/>
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{|border="1"
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|[[image:hair_ff13-wires.png]]
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|[[image:hair_ff13-shaded.png]]
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|[[image:hair_ff13-ps3-720p.jpg]]
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|-
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|colspan="2"|Hair from Final Fantasy 13, on PS3. Images by [http://na.square-enix.com/games/FFX/ Square Enix]
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|Screengrab from the PS3 running at 720p. The hair may be using [[Transparency_map#Screen_Space_Stipple|screen-space stipple]]. Images by [http://na.square-enix.com/games/FFX/ Square Enix].
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|}
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{|border="1"
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|[[image:hair_tekken6-alisa-ingame.jpg]]
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|[[image:hair_tekken6-alisa-wires.png]]
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|-
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|colspan="2"|Alisa Bosconovitch from Tekken 6, on PS3. Images by [http://www.namcobandaigames.com/ Namco Bandai Games]
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|}
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{|border="1"
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|[[image:hair_varga-long.jpg]]
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|[[image:hair_varga-afro.jpg]]
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|colspan="2"|Varga from Dominance War II, [http://www.paultosca.com/varga_hair.html in-depth tutorial]. Images by [http://www.paultosca.com/ Paul Tosca].
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|}
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{|border="1"
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|[[image:hair_squirrely-jones-pandicarus-beauty.jpg]]
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|[[image:hair_squirrely-jones-pandicarus-tex.jpg]]
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|-
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|colspan="2"|Pandicarus from Dominance War III, fur technique explained [[file:squirrelyjones_fur.pdf|in this tutorial PDF (2.6MB)]] and [http://www.polycount.com/forum/showthread.php?p=800117#post800117 here in the Polycount thread]. Images by [http://www.squirrelyjones.com Mike 'Squirrely Jones' Voeller].
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|}
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{|border="1"
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|[[image:hair_sotc-ingame.jpg]]
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|[[image:hair_sotc-wires.jpg]]
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|-
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|colspan="2"|Hair from "Shadow of the Colossus" using the "fins & shells" technique, on PS2. Images from the "making of" article, in [http://game.watch.impress.co.jp/docs/20051207/3dwa.htm Japanese], and [[file:making_of_sotc.pdf|English]] (PDF). Images by [http://www.scei.co.jp/index_e.html Sony Computer Entertainment, Inc.].
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|}
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{|border="1"
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|[[image:jfalconer_furball2.jpg]]
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|[[image:jfalconer_fur_texture.gif]]
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|[[image:jfalconer_fur_examples.jpg]]
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|-
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|colspan="3"|Breakdowns of the "fins & shells" technique [http://forums.cgsociety.org/showthread.php?t=297002 explained in this CGTalk thread]. Images by Jason Falconer.
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|}
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{|border="1"
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|[[image:hair_uncharted2-drake-wires.jpg]]
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|-
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|[[image:hair_uncharted2-drake.jpg]]
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|-
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|Drake from "Uncharted 2: Among Thieves", on PS3. Maya wireframe (top), in-game screenshots (bottom). Images by [http://www.rd3d.com/ Rich Diamant].
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|-
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|[[image:hair_uncharted2-chloe-wires.jpg]]
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|-
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|[[image:hair_uncharted2-chloe.jpg]]
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|-
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|colspan="2"|Chloe from "Uncharted 2: Among Thieves", on PS3. Maya wireframe (top), in-game screenshots (bottom). Images by [http://www.rd3d.com/ Rich Diamant].
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|}
  
<<BR>>
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* [[Polycount|Main Page]] > [[Category:Texturing]] > Hair Techniques
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[[Category:TextureTechnique]][[Category:Character]][[Category:CharacterModeling]][[Category:CharacterTexturing]]

Latest revision as of 09:18, 13 November 2019

Hair for in-game rendering can be a tough beast to master. Alpha blending is usually required to get soft feathery edges, but can cause sorting problems. Lighting can also be difficult, so hair is usually rendered using an emissive shader (without any lighting at all). If the hair is being lit, options include bent vertex normals, normal mapping, and anisotropic mapping.

Hair Technique Links

Hair Technique Examples

Fluffy-fur-breakdown.jpg
Fluffy fur used for this helmet.
Polycount Forum thread Fur breakdown.
Image by Joost Vanhoutte.


Hair allods-online harpy.jpg Hair allods-online elite-mount.jpg
The Harpy and Elite Mount characters from Allods Online. Images by Astrum Nival.


Hair udn-gow2-shaded.jpg Hair udn-gow2-wire.jpg Hair udn-gow2-ingame.jpg
The hair setup for Dominic Santiago in Gears of War 2, on PC/Xbox360. More pics here, words here]. Images by Epic Games.


Hair ffx-yuna-wires.jpg Hair ffx-yuna-tex.jpg
Yuna from Final Fantasy X, on PS2. Images by Square Enix.


Hair ff13-wires.png Hair ff13-shaded.png Hair ff13-ps3-720p.jpg
Hair from Final Fantasy 13, on PS3. Images by Square Enix Screengrab from the PS3 running at 720p. The hair may be using screen-space stipple. Images by Square Enix.


Hair tekken6-alisa-ingame.jpg Hair tekken6-alisa-wires.png
Alisa Bosconovitch from Tekken 6, on PS3. Images by Namco Bandai Games


Hair varga-long.jpg Hair varga-afro.jpg
Varga from Dominance War II, in-depth tutorial. Images by Paul Tosca.


Hair squirrely-jones-pandicarus-beauty.jpg Hair squirrely-jones-pandicarus-tex.jpg
Pandicarus from Dominance War III, fur technique explained File:Squirrelyjones fur.pdf and here in the Polycount thread. Images by Mike 'Squirrely Jones' Voeller.


Hair sotc-ingame.jpg Hair sotc-wires.jpg
Hair from "Shadow of the Colossus" using the "fins & shells" technique, on PS2. Images from the "making of" article, in Japanese, and File:Making of sotc.pdf (PDF). Images by Sony Computer Entertainment, Inc..


Jfalconer furball2.jpg Jfalconer fur texture.gif Jfalconer fur examples.jpg
Breakdowns of the "fins & shells" technique explained in this CGTalk thread. Images by Jason Falconer.


Hair uncharted2-drake-wires.jpg
Hair uncharted2-drake.jpg
Drake from "Uncharted 2: Among Thieves", on PS3. Maya wireframe (top), in-game screenshots (bottom). Images by Rich Diamant.
Hair uncharted2-chloe-wires.jpg
Hair uncharted2-chloe.jpg
Chloe from "Uncharted 2: Among Thieves", on PS3. Maya wireframe (top), in-game screenshots (bottom). Images by Rich Diamant.

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