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Re: Black&White2 Hair
[Re: Nagashi]
#34407
10/05/04 18:28
10/05/04 18:28
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Joined: May 2002
Posts: 2,541 Berlin
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Joined: May 2002
Posts: 2,541
Berlin
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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)...
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Re: Black&White2 Hair
[Re: Nagashi]
#34410
10/06/04 04:44
10/06/04 04:44
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
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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!
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Re: Black&White2 Hair
[Re: Pappenheimer]
#34411
10/06/04 05:34
10/06/04 05:34
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Joined: May 2002
Posts: 2,541 Berlin
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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.
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