Hair style & choker request
Hi all.
(1) I've been searching and searching in Daz shop for the 'right' hair, I'm beginning to think another asset needs to be created. The nearest bang match I can find is Dimi Hair, it has a decent bang morphs, but my problem is that the tips are all wrong. I tried Shena Hair, but I can't get the hair short enough, plus I don't like how the bang appears from the side and it's not wide enough from the top. Is it possible to request the development of this? See attached file for the style I'm trying to achieve: wide curved bang and full straight tips (see Photoshopped below). With style morphs that include exposing the ear, length, curving tips, splitting the bang and curving the cut of the bang like Dimi Hair (very important!).
(2) Another request: Can someone make a choker similar to the one she's wearing: broad, metallic with intricate carvings? It can have a handful of carving styles...
Am looking forward to positive replies! ;)
Comments
Not sure about the hair, but I might be able to do the choker.
That would be great!
I just made this hairstyle... If this works let me know...
https://drive.google.com/open?id=0BxBmLJkejPMvdkpmckRfZWlPRlE
Hi Kemorgan, I second your request. That's a really nice hair style. In the meantime you may try Carling Hair over at Renderosity which is somewhat similar.
die.kane_e880951, I like your new hair, but I was wondering if you could make it a bit closer fitting to the skull. At the moment it looks a little like a helmet. I understand that making the hair fit closer to the skull means potential poke through issues when the hair is fitted to various different characters, however, a few strategic adjustment morphs can solve such issues. If you do make this item for release, please include a Head Size adjustment morph. This is very useful and many/most PAs forget (or can't be bothered) to add this simple but important adjustment morph.
Yes I can do that... I plan on adding a lot of morphs... I also plan on giving it away because I made it specifically for this request so I just figured it should be free. :)
Hi die.kane_e880951, Wow, that's a promising start! Thanks for taking on the project! Could you make the bang wider so it shows more 'face'? It should curve from behind the temples/ near ears, with perhaps a few stray strands in front of ears (in side-burns position). Also, it may be a tad too high or rounded on the top of the skull, but that might be offset by bang length morphs, I'm not sure. That might be due to the 'helmet' effect (as per IsaacNewton). But I'm excited to see how it turns out!
IsaacNewton, thanks for your suggestion, I checked it out. It is indeed somewhat similar... just not natural enough for my character. ;)
So it was pretty hard to change it without distorting it too much, but I think I got a decent/close look going?
https://drive.google.com/open?id=0BxBmLJkejPMvbmV3STZsNUVrdEU
Yes, indeed!!!!
Ok... So what other morphs would you like?
Hi die.kane_e880951, your latest image looks great; getting really close to kermorgan65's picture.
Your offer to make it free is very generous... takes me back to the early days of Poser 1 and 2... hehe. Don't let me stop you giving it away, but I think it looks good enough to go commercial.
A question: the precise geometrical vertical ridges pattern in the hair, is that in the texture or in the mesh? The reason I ask is that it makes the hair look very mannicured as though she has just got ready for a night at the opera or an expensive restaurant. That may be a useful option, but I wonder, if the effect is in the mesh then could you also include a more natural look morph, with flatter hair? perhaps it is only the size of the ridges that need to be significantly reduced to make a more natural brushed look that could be used anywhere?
Ideas for morphs: One of the biggest failings of PA's making hair is to forget that people move their heads a lot and that gravity will then move the hair a lot from it's default position. So I would ask for morphs that move the hair as gravity would move the hair when the head is put into all sorts of different positions, such as leaning forwards, backwards, sideways at least 90 degrees. A hanging upside down morph is probably a bit extreme but would be cool. To extend the posing options as much as possible you should probably split movement morphs into left and right sides being independant and the bangs being independant.
Other morphs would be things like length of the hair (between chin length and shoulder length might be difficult but would be fantastic), and bangs (a bit longer and shorter). The bangs shape is also a good target to give even more versitility. For example a very square cut like the attached image. Splits in the bang would also be cool (bangs like this are obviously popular with Chinese/Japanese girls, but look sexy on all races)
My... that would be a lot of work... but you did ask for ideas :)
Die.kane_e880951, I second all that IsaacNewton said... Your offer is very generous and I too think you should commercialize it... after me of course ;-) ;-P. I feel like I'm getting the best Christmas present ever! LOL. I'm very grateful. Might I suggest you call the style Mickmi Hair, after the character I want it for? It's a novel I'm writing online, check it out here: http://www.inkitt.com/stories/scifi/73059?utm_source=shared_web
All the morphs IsaacNewton suggest are good, he seems experienced in using 3D hair; I'm pretty much a novice diving into 3d character building because I found I wanted to illustrate my novel some more... I also would like to see a smoother / less ridging option.
Morphs I'd like to see are:
Ok lol... I can do most of that... The upside down morph, might be a bit hard but I can try it lol.
As for the ridges, those of the mesh/hair itself, it's made that way to prevent being able to see "through" the hair and prevent that sharp look that some hairs have which IMO take away from the realism. I can see what I can do to flatten or smooth that out.
I will keep y'all informed and posts pics of my progress to see if you guys like what I'm doing or if you'd like something changed. :)
Oh one more question... Should I use the original "helmety" (lol) shape as the base or should I scrap that one entirely and use the smoother/smaller morph as the base?
Oh... I was going to say I think I'll let IsaacNewton answer that one - I don't know. But I'm just realizing you mean the second sample you posted at 12:53AM ? https://drive.google.com/open?id=0BxBmLJkejPMvbmV3STZsNUVrdEU ... in which case: Yes! Definitely. You can scrap the 'helmet' head :)
I'll be keeping an eye on my inbox for your progress... Ooooh, this is exciting!
I think your second version is much better. The helmet look was too artificial in my opinion. It is indeed going to be exciting to see what you come up with. If you can make the hair less ridged that would be great.
As far as the Upside Down morph is concerned, don't worry too much. I just like to push things to extremes sometimes. It would be fun but if it's too much work then don't bother. One suggestion about how to make an Upside Down morph would be to make the hair a Cloth item in a program like Poser or perhaps Blender (not too familiar with that program) and let gravity pull the hair where ever it wants to go. You could save as obj. and then use that object to create a morph. Such a process might also work for the morphs where the head/body is bent at 90 degree angles. Maybe I'm trying to teach granny to suck eggs here, if so, just ignore and have fun morphing.
Lol I could try the dynamic thing with the plugin I just bought called VWD Cloth & Hair (Daz bridge)... I do own Poser but for some reason it's so slow I can't use it, but Daz runs fast so I use Daz now. :)
I am trying to get rid of the ridges, and I sorta got them smoothed out, the only problem was that in Daz it didn't look that much different even though the mesh was different, so I think it's caused by the shadows cast by the individual strands onto the other strands... But I will keep trying but I may only get them partially smoothed, at least I hope I can get them unrigded lol.
Okay... Well this is the latest render... It looks very similar even though the mesh is actually very different (more poly's and flatter), so I think that it's not gonna be possible to completely erase the ridges, this is the best I could do and I tried very hard, so I hope it looks better. And to see the difference you have to look at the other pic side by side with the new one, I hope that's not too confusing lol.
OLD: https://drive.google.com/open?id=0BxBmLJkejPMvbmV3STZsNUVrdEU
NEW: https://drive.google.com/open?id=0BxBmLJkejPMvM0N0QUUyaGh4c2c
It does look a tad flatter, I think we could go with that... IsaacNewton: what do you think?
... A thought re. bang at temples: abput an inch width of her long hair at the temple, could that be the position for the morphable bang length? So its minimum length would be the normal bang length and the max length could be the sides length – essentially facilitating the current bang width, as well as a wider bang width?
I've marked on a copy of your latest render: https://drive.google.com/open?id=0B-yYd1ntkxfZRWhDVFdxQTFsVjQ
Um the link isn't working?
The forum software sometimes adds 'stuff' to the ends of links...
https://drive.google.com/file/d/0B-yYd1ntkxfZRWhDVFdxQTFsVjQ/view
Indeed it is better and I can live with that for sure, but now you have me intrigued as to why the ridges are there at all, especially as you have clearly put a lot of effort into this, it would be nice to come up with a solution which you will be happy with. I don't know about you, but I hate not knowing why something won't work the way I think it should. Is it possible for you to show us a picture of the mesh itself? Perhaps a before and after pic? Maybe someone will be able to shed light on this issue.
Here are the older mesh (the lower resolution one on the right) and the newer mesh (higher resolution on the left). The hair is actually made up of tubular strips of "hair" rather than the traditional flat squares, which is what I think is causing the shadows and "ridge" appearance. I made it this way because the traditional strips (while it works for some hairs) usually causes "sharp" transitions between strands and can cause hair to look less real. It is similar to how some of 3Dream's hairs used to look (Bolina Hair and Nerissa Hair both have a similar method). I was able to use the flatten and smooth tools in my modeling program to lessen the "ridges" but I don't think I can do much more without causing problems or completely re-building the hair.
https://drive.google.com/open?id=0BxBmLJkejPMvdHVfSEpyUmdibVk
I don't know if you can see the differences of the meshes very well, but they are different. Hope that helps :)
Die.kane_e880951, thanks for the mesh pics. It is very clear what is causing the ridges andI think you are right that unless you flatten the tubes almost completely, there will be ridges.
One method to solve this would be to make the tubes smaller, the size of hairs... OK, that totally impractical and would result in a huge mesh.
I see that you have made the tubes overlap somewhat. What about making another layer (or two) of tubes which intersect each other? Would that cause intersection lines? Could that be dealt with by transparency maps?
Anyone else have a smart solution?
Ok so I tried making another layer and it just made the hair look weird, (I didn't like it in the modeling program so I did not render it). It look mangled lol. So I decided to just spend a little more time flattening and smoothing it out. This is what I got and I personally am satisfied, I hope it looks good to y'all:
BEFORE: https://drive.google.com/open?id=0BxBmLJkejPMvM0N0QUUyaGh4c2c
AFTER: https://drive.google.com/open?id=0BxBmLJkejPMvMVVzSVBSOHNtclU
It's definitely an improvement. Unless anyone else has a clever idea to deal with the issue I think you can stick with this and call it a "feature" :)
Making progress! ;) :)
Sorry for the delay... I was busy Thanksgiving then I've been working on some morphs for the bangs (I'm making seperate morphs for the bangs and the rest of the hair so users have more control over what the style and movement will be)... Progress is slow because I grouped each hair "strand" individually (in my modeling program, the hair in Daz will not have that many groups) so I'd have more control over which strands and parts I was moving. I have only made about 6 morphs so far just as a type of sample to show you guys so you can give me feedback on whether you like the "style" of morphs I'm doing. I am doing it this way because there are many ways to morph hair and some ways work while others don't, so I am giving you guys control over whether you want a specific style or not.
So I will be posting samples of some of the morphs and then I will give a day or so for you guys to tell me whether you like it or not, if you do like it you can tell me what specifically you like and I will incorporate that into future morphs. If you don't like it, tell me what you don't like about it and I will re-do that particullar morph, while avoiding using the same looks that you didn't like. I hope that wasn't too confusing lol. (I will also be using other colors to show you what colors will be available. If you have a request on a specific hair color or color style (ombre, highlights, etc) then let me know).
Here's the first one (Bangs longer on the sides and slightly parted in the middle):
https://drive.google.com/open?id=0BxBmLJkejPMvMnJycUhmdFlONWM
Of course you must have a little bit of a life between creating morphs! ;) ; P
Not seeing the bang parting so well from that angle but it seems fine.
But to backtrack a bit: in this latest render with the bangs longer on the sides, they are closing in too much on the face to hide it (as several candidate hairs in Daz do) where I want it open up the face. Or should I say, perhaps it represents one end of the morphs. So the other end of your morphs would extend to what I was trying to indicate by marking the copy of your previous render, with part of the rest of the hair (perhaps the equivalent of an inch) needing to be part of the bang section; i.e. more bang, or the bang starting further/higher up on the crown, resulting in less 'rest'. I don't know if I'm explaining it clearly enough... I'll try to illustrate with your renders in this attachment:
https://drive.google.com/open?id=0B-yYd1ntkxfZSkZBQkhKX25YMmM
There's a nice choker included with Porsha that might fit your bill.