REAL Hairy WIP [Commercial]

MikeyFTLMikeyFTL Posts: 367
edited May 2014 in The Commons

I created this as more realistic alternative to Fibermesh and image based hair.

Hair was created in Cinema 4D and exported as flat polygons. While this may not be a new concept, I think the results look better and render surprisingly fast, even with shadows. However, hair does poke through all forms of clothing, so morphs or shaved area options need to be created for semi clothed models.

If you think there's a demand for a product like this, let me know and I'll double my efforts to get it into the store dirt cheap.

REAL_Hairy.jpg
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Post edited by Chohole on
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Comments

  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    I like it.

  • TheWheelManTheWheelMan Posts: 1,014
    edited December 1969

    Looks amazing! You may have to crop the lower part of your image though. Mods may remove it otherwise.

  • MikeyFTLMikeyFTL Posts: 367
    edited February 2014

    You may be right. You should have seen it before I cropped. Truly pornographic.

    Post edited by MikeyFTL on
  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Looks good. How do they respond to extreme shapes such as overweight?

  • MikeyFTLMikeyFTL Posts: 367
    edited February 2014

    Hmm. Let's find out.

    REAL_Hairy_Hefty.jpg
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    Post edited by MikeyFTL on
  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Cool:) I know back in the day zbrush FB export broke the fibres in areas on certain shapes. Seems flat poly's do the trick:)

  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    So is it for Gen 1 or 2?

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Gen 2 Male

  • SylvanSylvan Posts: 2,711
    edited December 1969

    yay, some fuzziness for our gen2 males :D

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Flat polys definitely do the trick. Flats were the only ones that would render well in DAZ3D without adding to the render time. They're not much to look at extremely close up, but they capture light nicely and look great with a little distance.

    REAL_Hairy_zoom.jpg
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  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Colors and highlights are adjusted with Diffuse Color, Ambient Color, Glossiness and Specular...as you can see with our Nordic friend here.

    REAL_Hairy_blonde.jpg
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  • kyoto kidkyoto kid Posts: 41,036
    edited December 1969

    ...very nice.

  • Serene NightSerene Night Posts: 17,639
    edited December 1969

    WOW. Looks good. Like the salt & pepper hair. N Is there a way to have less hair on the nipple area?

  • Sfariah DSfariah D Posts: 26,258
    edited December 1969

    I would love to have some hairy G2M!

  • OridionOridion Posts: 0
    edited December 1969

    Oooh this looks amazing. Will this only be for the front torso?

  • vwranglervwrangler Posts: 4,885
    edited December 1969

    This looks great!

    Will it be for other body parts like arms or legs, and will you be able to vary length or amount?

    It's a conforming hair on its own that doesn't require LAMH or Garibaldi, right?

    And yes, I would buy this for G2M, myself. Like, now. Yesterday.

  • MusclemanMuscleman Posts: 3,036
    edited December 1969

    Look really good, good work

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Aroooooooooooooooooow... LOVE IT! WOOF.

    Yea, arms, legs, hands, feet, back..... All men are not created equal. Love to see your tutorial on how you created this masterpiece. Wondering if I could make this in ZBrush? That's my program of choice. :-)

  • redhorseredhorse Posts: 83
    edited December 1969

    I'm definitely interested, though more for arms and legs as the figures are typically fully clothed in my renders.

    Also, would something like this work for short hair on top of the head such as a flat top with a fade down the sides and back? I have yet to find a convincing flat top like that anywhere, but this looks like it has some potential.

  • SloshSlosh Posts: 2,391
    edited December 1969

    And do not neglect the armpits, if you can. Too many smooth pits on the male characters, not realistic at all

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Yes. There is no reason why there can't be front, back, arms, legs, hands, feet, eyebrows, ear hair, facial hair, pubic hair, ass hair...you name it.

    The entire body can be covered with individual sections that you can choose from. As far as length is concerned, I can try some morphs. If the morphs don't play nice, there can be individual icons for different lengths (ie. stubble, short, medium, long). You could even mix and match them.

    Since this is 3D hair, clothing will always be a problem. I've tried a few flattening morphs but it always seems to poke through somewhere. The logistics of creating morphs to compensate for the hundreds of different clothing options is not practical with this type of hair, so most of your models will have to be shirtless or in the buff.

    As of now, this is a single free standing .obj that does not use LAMH or Garibaldi. The Transfer Utility works well with it and it changes smoothly with body morphs and poses.

    My programming skills are nil, so don't expect to see an incredible package like Catharina Harders' Unshaven Body Hair for Genesis. If anything, there will be several one click options and a few morphs.

  • Zev0Zev0 Posts: 7,089
    edited February 2014

    "Since this is 3D hair, clothing will always be a problem. I've tried a few flattening morphs but it always seems to poke through somewhere. The logistics of creating morphs to compensate for the hundreds of different clothing options is not practical with this type of hair, so most of your models will have to be shirtless or in the buff."

    No problem actually. Daz has a polygon selection tool so users can just lasso select, and just hide areas of the hair to avoid clothing collision & makes those areas invisible. Had the same issue when I made ManFuzz back in the day, and that is the perfect solution to the problem:)

    Post edited by Zev0 on
  • KeryaKerya Posts: 10,943
    edited December 1969

    Looks great! :)
    And one click options are sounding good to me.

  • WillowRavenWillowRaven Posts: 3,787
    edited December 1969

    Daz has a polygon selection tool? Awesome! How do I find/use that?

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    I guess it's safe to say there's an interest. I'll get started.

    REAL_Hairy_4.jpg
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  • Zev0Zev0 Posts: 7,089
    edited February 2014

    Yes it does. Basically you click on Icon, choose piece of geometry you wish to edt (clothing, hair or figure), right click on geometry and go polygons selection and choose preffered method of selection. Then after you selected what you want hidden (selected bits are highlighted as yellow) go to polygon visibility and choose hide selected.

    1.jpg
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    Post edited by Zev0 on
  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Awesome. I never knew that existed. Looks like clothes are no longer an issue. Thanks, Zev0.

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    No Problem:). Yes when I also did hair it was a main concern and was releaved the tool did exist lol.

  • WillowRavenWillowRaven Posts: 3,787
    edited December 1969

    Zev0 said:
    Yes it does. Basically you click on Icon, choose piece of geometry you wish to edt (clothing, hair or figure), right click on geometry and go polygons selection and choose preffered method of selection. Then after you selected what you want hidden (selected bits are highlighted as yellow) go to polygon visibility and choose hide selected.

    Cool! Thanks :D

    Is there a way I can make the selection squares a bit smaller, for a more detailed selection?

    Also, any chance you can make the hair also available for M4? I never use genesis, but love the samples you are showing.

  • Zev0Zev0 Posts: 7,089
    edited February 2014

    It selects the facet size of the actual mesh, so if the mesh is dense, it will select smaller blocks, or triangles. Set display in wireframe to see how it works.

    Post edited by Zev0 on
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