Ant-Farm
Ikyoto
Posts: 1,159
http://www.daz3d.com/lazer-cat
Anyone know where I can get a ball of yarn?
lcp_25_november_2014_1159.jpg
504 x 756 - 192K
Post edited by Ikyoto on
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When I first saw this, I thought that someone have finally made our very own version of Harry Partridge's Captain Meow!
https://www.youtube.com/watch?v=5Rpn1cMdMkg
A primitive then covered with furrified shaders?
No, it has to be a ball of LAZER yarn. ;-)
-- Walt Sterdan
Can't vouch for the quality, but Google brought this up: http://www.sharecg.com/v/19615/gallery/5/3D-Model/Yarnball-Object
A ball with a hand-count of ridges on it, I'm not that impressed.
Atticus Bones, could make a complete "ball of LAZER yarn", that actually had thread ridges everywhere, not just a few spots, lol.
I'm not volunteering Atticus, I'm just saying the quality of the one item is akin to circa 1980 CG, lol.
O.K. I'm kind of disappointed. Tho I should not be for something over seven years old, and free. :coolhmm:
Surely, you'd just use these for the effects?
http://www.daz3d.com/ultrueviolet-light-and-glowing-shaders-for-daz-studio
Now that I think about it, all you would need are some torus primitives, and a fuzzy surface shader to put on them.
It's the strand coming out of the ball that would be the tricky part for posing as you wish.
Just make a torus, copy it, rotate the one with a slight offset, copy it again, and keep doing that until you have a ball. Export the final mess as an OBJ, import the OBJ, select all the surfaces and apply the fuzzy surface shader.
zarcondeegrissom pretty much hit the nail on the head.
The quick and dirty way would be to stack a few tori in a group and then copy and rotate till you've got a ball, then slap a shader on it.
Although, I suspect the "correct" way would be to make a seamless displacement map that could be applied to a simple sphere.
With grooves that deep, displacement maps, produce bad shadow effects. It's a glitch that has been there for a while. It must be done with poly-mesh to look good.
Example here, the grooves between the floor tiles.
Are you using 16 bit gray scale TIFF format for the displacement map?
24bit BMP straight out of "MS paint". The program I make most of my maps in. Each tile there is a 200x200 pixel map, tiled across the floor.
converting it to anything else would only be pointless, unless you wanted to degrade the image, or make it excessively larger in ram. And that is not why it causes that shadow skipping effect with deep grooves.
I think most modeling apps can convert a displacement to geometry. I know it's possible in both Maya and Modo for sure, probably Blender too.