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bellabypaul
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bellabypaul
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 149,
Visits: 381
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mine will always be american werewolf in london.
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Rampa
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Group: Forum Members
Last Active: Last Month
Posts: 8.2K,
Visits: 62.6K
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You can change hair length and thickness by adjusting the values for red and green in an image map for emmision control. See 10:09 in this video.
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3dSphinx
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3dSphinx
Posted 4 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 139,
Visits: 2.0K
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Yea, very true what I saw from the plugin it would do it all over and usually with werewolves the chest area doesn't have fur.
Also, true on focusing too much on detail versus quality of the project. Final Fantasy: The Spirits Within very beautiful for it's time. But that is all I to have to say is good about it.
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planetstardragon
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planetstardragon
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
Visits: 46.0K
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aside from adding the extra processing, the fur particle doesn't do patches - it covers the entire frame so you'll end up with something that looks more like bigfoot than a werewolf, both methods they are using now with maps and hair props are best approach, even a combination of the 2. even do a test run with your current builds in an end goal scenario - some detail may not be necessary at all - like with my wolf - he can be hairless because I'll keep him in motion, covered in blood and only focus in on shadowy scenes and fangs... - which also saves me the headache of trying to come up with ways to cover the hair in blood - so there's that. but each person has different goals and some details matter more to some goals than others. one lesson i learned a while back, the more detail you add, the more distractions you are prone to for not doing a perfect detail, so I go for just enough to cause the reaction i want - anything else just causes a "yeah, cool story but why was his nose glowing ?" from over-production. focus on your goal and use just enough to let your goal shine, not overshadow it.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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3dSphinx
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3dSphinx
Posted 4 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 139,
Visits: 2.0K
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Also, the Popcorn Fx plugin does have a fur particle but... I think it could become intensive when trying to animate though
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3dSphinx
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3dSphinx
Posted 4 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 139,
Visits: 2.0K
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Ah man these some nice werewolves. So I hope to see some werewolf animations :).
Werewolves are so neglected in the gaming and film industry. Vampires and zombies are cool...
I think Ginger Snaps was my most favorite werewolf movie. Just like natural disaster movies is like every few years one may come out so waiting for MoonFall.
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planetstardragon
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planetstardragon
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
Visits: 46.0K
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looks like we have a little wolf pack happening here, sweet! :cool:mine shaves his chest, he says the girls love it - who am i to judge ? -shrug-
☯🐉 "To define Tao is to defile it" - Lao Tzu
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bellabypaul
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bellabypaul
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 149,
Visits: 381
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progress 
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bellabypaul
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bellabypaul
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 149,
Visits: 381
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I was going to a displacement map using a pbr texture of fur but the only one I could find was a stylized version. daz has a all over fur model but I wanted to try create mine fully in cc3.
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tripfreak
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tripfreak
Posted 4 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 2.0K,
Visits: 2.8K
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I simply used a Displacement map: https://forum.reallusion.com/457598/Heul-doch
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