Black&White2 Hair

Posted By: Pappenheimer

Black&White2 Hair - 10/05/04 03:58

What sort of shader could this be?
Evil Ape with different long hair.

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Posted By: blaaaaa

Re: Black&White2 Hair - 10/05/04 04:12

i guess this is a vertex shader because of the hair calculations
Posted By: Steempipe

Re: Black&White2 Hair - 10/05/04 06:00

What is that rendered from/in??

The ATI "Chimp" demo is a good place to look at a nice fur shader effect.
Posted By: Nagashi

Re: Black&White2 Hair - 10/05/04 11:39

it's not a shader it is just alpha maped mesh.
Posted By: EX Citer

Re: Black&White2 Hair - 10/05/04 18:28

Yep, Itīs the same hair as in NOLF2

But I donīt know how it is possible to arrange the vertieces in the right order to have them blended the right way. I canīt use TGA alpha maps for models because some faces more in the background are flipped to the front (because of the wrong vertiece order which I canīt arrange on a finished model)...

EX Citer
Posted By: Nagashi

Re: Black&White2 Hair - 10/06/04 02:36

Yes I have a lot of problems with alpha maps too. A6 doesn’t handle them well at all, not many engines do though. Makes me want to rip out what is left of my hair…
Posted By: Pappenheimer

Re: Black&White2 Hair - 10/06/04 04:27

This thread was very enlightening relating alpha tga and modelling!
Main principle: build from inside to outside, means: that polygon that is seen behind another has to be built earlier than that before it.
Posted By: Pappenheimer

Re: Black&White2 Hair - 10/06/04 04:44

Quote:

it's not a shader it is just alpha maped mesh.


As the gras models of the waving grass shader are alpha mapped meshes!

I don't think, that it is JUST an alpha mapped mesh, it is too. But the huge number of them - as is not in NOLF - I guess (I don't remember where it has been used there) - is placed and animated with a shader.
I think, it is not a fur shader, I think it is more a shader like the waving grass shader. Placed at the model by a second skin with points for the hair's places and length and "verticalness". Instead of meshdeforming (as it is in the waving grass shader) it get's a sort of gravity computing the relationship of the poligons normal, the z axis and the movement/force of the poligon.

This is only an idea, I don't know at all wether this is true or not.

What do you think?

And has someone any idea how to programm this!
Posted By: EX Citer

Re: Black&White2 Hair - 10/06/04 05:34

Pappenheimer? NOLF TWO! Not NOLF. But if you missed the number "two" at the end of my NOLF you may missed the alpha maps (and nothing more, just a alpha map) in NOLF 2 if you know it. Here where you can find them: The rabbits in Siberia(?) (Sibirien), the beautyful white coat of cate archer in Sibirien and the red beard of the scottish big (I forgot his name) friend of cate archer.

About the thread: Sorry, thatīs not useful. I copy alot when creating models. For example I model one half and copy the other and merge them. So it is not possible to make them form inside to outside. And itīs too difficult for complex and animated models where inside may comes outside. Tools like 3DSMAX can do arrange numbers of vertiece even if the model is finished. But who can pay the price of the programm? And it isnīt fun to arrange the vertieces by hand on high poly models.


I am so far that I can forget alpha maps for models and just use it for sprites. For models I only use overlay maps.

EX Citer
Posted By: blaaaaa

Re: Black&White2 Hair - 10/06/04 05:37

dont forget that the hairs can move dynamically
Posted By: myrlyn68

Re: Black&White2 Hair - 10/06/04 05:51

While I won't argue that Max makes it a lot easier - Max is not essential to that technique. You can use almost any modeling package to get the same results as long as it supports objects or groupings.

Using simpler software like Milkshape, create your model without care about order or what not. Once you are done save out the various parts as individual models (save out hair as one, then body as another...). Once you have each chunk of your model saved out - open the most inside model (body in most cases). Next go to the Merge option and get your next model. It will come in in the proper position as long as you haven't moved anything yet. The software will reorder the vertice order adding the verts from the merged model onto those of the base model and avoid any sorting errors. Continue as needed untill you have all your parts back into the original model. Apply your UV map and export out to MED. Double check your texture alignment in MED (should be good - but it always helps to double check) and then Save out as MDL5 or MDL7.

Once you get it into WED with a 32 bit TGA you will be able to see that the z-buffer errors are almost entirely non-existant with that model anymore. They will still occur in certain situations, but as long as you disassemble your model like an onion and than put it back together from the inside out you will not see any problems in 99% of the models (a few unique models had problems due to their design, but I was able to redesign those to avoid the sorting errors in my tests).
Posted By: Pappenheimer

Re: Black&White2 Hair - 10/06/04 06:19

I don't have NOLF 2, can you post a pic? Do they have as much hairs as the ape?

Myrlyn is right. There is even a similar way in MED. After you had done your model mark the most inner part of it (or vice versa). If you marked the inner part, click 'select invers', copy it and delete it, then paste it. The vertices' numbers have changed. Then mark the next 'layer' of vertices/polygons, and same procedure, again, and again - until all polygons are sorted. Save!
Posted By: Pappenheimer

Re: Black&White2 Hair - 10/06/04 07:09

Okey, found a screenshot: red beard

But that's not half the bunch of hair as that of the ape.
Posted By: Julius

Re: Black&White2 Hair - 10/06/04 09:37

Couldn't you cut the parts of the model using alpha and change the skin to a normal bmap, save, and then save the alpha parts as a seperate model with TGA? If you animate it all beforehand, you shouldn't have any problems just attaching one model to the other. Or, does this still have sorting problems with the bmap model?

Julian
Posted By: EX Citer

Re: Black&White2 Hair - 10/06/04 15:55

I think the topic should move somewhere else.

@Pappenheimer: The hair in NOLF 2 is fantastic. The beard is completly 3D. In the screenshot you canīt see it as good as in animation. But look at the snow coat of cate archer. Their the fur is completly 3D too but its made out of alpha maps layers. The same with the rabbits, they have 3D fur all over the body. On the ape I can see four layers maybe. On the cout I see over 50 (and on the beard maybe 10 (canīt see it because there are many hairs on a small volume)).

TGA modeling: My problem with tga maps where wimps(?) (Wimpern). They are just two layers. If you where looking from top you see everything alright. But if you looked from bottom up to them they were flipped. That would be four faces. two inside and two outside. First I had to do the insides and then the outsides I think... Maybe I should try it again But what if you look from left or right... Thatīs confusing...

EX Citer
Posted By: Pappenheimer

Re: Black&White2 Hair - 10/07/04 01:32

Okey, a last reply!

On the eyelashes (Wimpern[http://dict.tu-chemnitz.de/ is a great help - I always use it ]):

Your description of their shape let me see it like this: //\\ ! While the inner slashes(polygons) have their normals 'against inside', and the outer slashes(polygons) against outside.
Where they are connected or not, that doesn't matter in this case.
Numeration: 2./ 3./ 1.\ 4.\
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