Not a lot of time this week to refine the changes, so it's easy to notice where the new pieces intersect with each other. Nonetheless please enjoy the new:
bandolier
jacket folds
first attempt at beard
The beard was more of a test really. -- each bit is just a flat plane -- extra edge loops will be added to give them a greater sense of gravity effecting the hair -- right now they just stick straight out. I did some experiments with wrap deformers to try and rig the beard. I think it'll work to maintain the bear's postion on the face as the face deforms. I think I'd prefer to have the geometry smooth bound to some joints--I'd just have to make sure that the wrap deform comes higher on the order of operations for the influences. Clusters may work too--It'll just be a matter of seeing what works better.
I have to admit -- I'm not looking forward to uving this bad boy... it's tedious work at the best of times... maybe I should try some experiment with the new Ptex material in Vray.
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| In addition to the beard we also have some whiskers. This geometry will hopefully work with some actual short hairs on Braveheart's head. |
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| Looking at the close up -- Braveheart clearly needs some detail in his collar. I think I'll do that in Maya rather than Mudbox. |
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| Braveheart's current model with the actual head geometry. |



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