Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 25-02-2007 , 06:10 AM
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head/hair geometry

I didn´t know exactly where to post this, so here is my problem.

I am currently working on a head which is going to be used for realtime application. in the end it should be as photorealistic as possible with all kind of maps (texture, specular, normal, and whatsoever).

the hair_geometry will get a different shader than the head_geometry. so how do I avoid ugly seams or z-fighting between hair any other terrible interference between hair and head?


my first suggestion was to model the hair into the inside of the head and try some kind of texture blending.

does anybody have any suggestions?


everything starts and ends in the right place at the right time.
# 2 25-02-2007 , 08:58 AM
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Hey Falott

Its been a while, hope all is well. How long is the hair going to be?

Cheers
Jay

# 3 25-02-2007 , 09:16 AM
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hi Jay! long time no hear. I´m fine, finally got a job in the business last year user added image


well the hair are going to be stuffed together into a knot on the backside. I guess the length of the hair will be a problem - later user added image but right now the major issue is to get a clean connection between skin and hair on the fronthead coz the hair are combed backwards like in the image below.

Attached Thumbnails

everything starts and ends in the right place at the right time.
# 4 25-02-2007 , 09:46 AM
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Cool stuff with the job!!

For this kind of hair being realtime I would sculpt this as part of the actual head. I wouldn't worry about seams as those can be got rid of using either Z brush if you have it or Maya's own 3d texture tool, which has a clone brush very much like Photoshop. Textures wise I'd do different levels of spec to differ the hair from the skin.
Hope this helps

Cheers
Jay

# 5 25-02-2007 , 10:01 AM
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yeah, that helped! different level of spec... the guy who throws all together in the realtime app thought about to use 2 geometries (hair and head) to make use of 2 different shaders, but we dont quite know if we are going to be pleased with the result. both procedures haven´t been tested yet. we are still trying to evaluate in a imaginary way actually to anticipate problems we might run into. you think just a specific spec map will simulate hair nicely? I will try.

thx for your input. I´ll post updates if I am allowed to.


everything starts and ends in the right place at the right time.
# 6 25-02-2007 , 10:17 AM
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You could use a cap with a anisotropic shader on it but its real time and you want it to be manageable

Yeah I dont see why the spec wouldnt work, providing its done properly. If you use normal maps or even displacement it should add some depth too. If it can be done for games, why not for you...

Cheers
Jay

# 7 25-02-2007 , 10:30 AM
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sounds reasonable. I´ll test it with zBrush.


everything starts and ends in the right place at the right time.
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