Look at my Hair: official thread [Commercial] RELEASED!
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Hello,
I am interested in the export feature you mention. I do my rendering in Vue10. Once I have the hair finalized on my figure, and I export the figure as an OBJ for importing into Vue, would the hair come along with the figure? Would I lose anything in the appearance of the hair with the exporting?
I am really anticipating this product!
Thank you
Yes exactly, the figure and the hair will be both exported with the necessary textures as well. The hair quality for the exported .obj will depend on the number of polygons chosen: to make an example, if you need to model long hair, you better plan the project with a higher number of vertices per hair, so that the resulting .obj will have a higher definition. In case of short fur/hair, a lower number of vertices will do just fine.
To add to the above, if the renderer or the application you're going to use the exported hair with is capable of subdividing the mesh and you enable it, that will allow to increase the quality of the mesh itself, allowing to have more "curved" surfaces. If you used Reality/Lux you know what I mean; I don't recall if Vue actually does it (but I'd be surprised if it didn't).
Here attached a couple of renders done in Vue by one of the testers, with some dinos covered with short fur.
Vue has a Dynamic subdivision and smoothing function when you right click on the object and choose Edit Object. Just thought I would mention it just in case. :)
Heh. The first time I looked at this, for a second I thought the T-Rexallosaurusy thing was holding a giant fork. At long last those tiny little hands made sense...
And by the way, the wait for this is KILLING me!
OOOOooooo the wait has been long .......but I have a feeling it'll be so worth it!!!
Thank you for the clarification :)
OK so that would just do the job: in LAMH you may choose the complexity of the .obj (i.e. the number of vertices per hair), so that also using, say 5 vertices (which would produce a hair made of 4 quads) would probably be satisfactory since Vue Dynamic subdivision and smoothing will do the rest of the job.
No problem......can't wait to try it myself to be honest.
Hey Alessandro,
Glad to hear that you are feeling better and I am REALLY looking forward to the release of LAMH.
I am positively itching with anticipation.
Cheers,
SK.
Well things have been too quiet .......AA how everything going? how are you feeling?? Okay I hope.
Everything OK Carrie, thanks very much for asking. I'm completing what will probably be last (or one of the latest) beta releases.
There will be a number of new features in it that have not been disclosed yet (not even to testers), and I'll make the possible to finally release Look at my Hair very soon. Also have to prepare the final version of the manual, and all the video tutorials.
There are a number of ideas about new features and improvements that I'll be going to add after the initial version will be released. After all development has been undergoing for many months (almost 10) and I believe it's time that all the folks can finally start playing and enjoy with Look at my Hair.
So stay tuned for incoming news...
waiting to see :-)
waiting to see :-)
Thanks bigh: this time I'll try to put more efforts than I did with INFINITO documentation, and will be careful to produce enough video tutorials and a decent manual so that both of them should suffice to help users.
Glad your doing well Sir.
Question... if someone where to export a lower geom hair figure for Genesis but then add in SubD and Smoothing afterwards for more high resolution and smoothed out look will that create a lighter file that will render faster? Or are SubD and Smoothing not recommended??
Well, if you export an .obj out of LAMH, made of say 40000 polygons (quads, to be more precise), if can of course enable subdivision in Studio (or Vue, Reality, or else), and Smoothing as well. Those techniques usually subdivide a quad into 4 quads (or even more, according to the level of subdivision chosen) often at render time, so that there is no performance impact on the GUI.
Definitely something to try and use, so to answer shortly, SubD and Smoothing are actually recommended, especially on 64bit systems which will have no problems to mangle large data.
Thanks Alex. Good to hear that beta is getting closer and closer. Sorry for not participating too much here. I've been hella busy and practicing in ZBrush so not posting as much as I usually do here, there and everywhere!
goodluck with the launch, have been waiting for this :) have had no time to join beta but it looks great from what you and others are posting! a 40k quad obj export is not bad at all, imo. i make and sell from 5k to 40k poly myself and people don't seem to have a problem that i'm aware of. other vendors go way above that (80-150k quads) for even simple hair models. i believe it is the transmapping render times that people dislike more than high polycount viewport slowdown. obviously high polycount+transmap is the worst lol.
40k ain't bad at all. I can work with that easily. One of my recent octane renders was 4million tris...
bTW that included a lot of fibermesh, normally I stay around 1-1.5 million tris
4 million tri's, wow that's a lot. Certainly you have a 64bit system with plenty of memory.
You're welcome Richard. Lately I also deserted the forums: I was extremely busy also with other projects and life in general: it's incredible how much time it's needed to accomplish even single tasks of life routines.
But I've been working on it very hard and I believe now it's good time to have Look at my Hair finally available.
I hope people will enjoy it as much as I do when I use it for fun, designing some furry animals (which are the characters that I like most).
There are so many options and features that should keep you guys busy for quite a long time. And, as I wrote earlier, there are some new ones that I'll be willing to add in the future.
See you soon... :)
Just remember to take it easy and not over do it Alex!
Thanks for the advice, and infact I replanned my work routine so that I don't end up working very late at night, as I've done for a long time. Not healthy at all :)
Yea, folks wonder why my projects take so long, esp Bruno. Well I live with HIV, I work and I have a life outside of this place so I do what I can do. I supposed if I was making money I'd def spend more time on getting things finished sooner but I don't, that's where my hairdressing comes in for paying the bills. lol I learned the hard way a while back by getting overly involved in the creation process and staying up too late at night and then no sleep or poor sleep I was sick all of the time. Simply not worth it.
Seeing your interest here makes me regret less that I won't be able to afford this. ;)
Seeing your interest here makes me regret less that I won't be able to afford this. ;)
How so, if you don't even know the price yet? %-P
How so, if you don't even know the price yet? %-P
Well, it will have to be pretty cheap for me to afford it; I've committed to cutting my spending a lot. ;)
Any news on the launch date ? :-P I really want this lol
I have to provide testers with the latest beta (which is almost) ready, and if that is successful I'd call it the release candidate.
Also, I need to prepare the manual and plenty of video tutorials, so that might take another week or so.
I remember, two years ago, that I've read your blog, Richard. It has been truly admirable the way you were able to pull through difficulties, get on your feet again and keep going.
Life is what it is Alex. Sometimes I can be the voice of reason only because of what I've lived through.
I tried using Garibaldi Express but it only comes with 3 female hair styles...no male. I'm not the kind of user that likes to style my own characters hair, so if there aren't any included I probably won't use it. The fact that you're gong to provide lots of example styles will blow Garibaldi out of the water. Can't wait!