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DSandell

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  • OS
    Windows 10
  • GPU
    i7 7700k/GTX 1080

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  1. Alright, so now I've spent some time today trying to fix it, and it looks a lot better. However there are still some issues with the hair that I can't quite figure out. The first image here is my model in my scene, in which I've split the hair in two different groups as suggested. The second is using the mesh and hair object from the scene you posted above. In both cases, I've turned off Frizz, Kink and Clump in the hair material to get a better look at what's actually happening. As far as I can tell, there are no longer any hair guides on the inside, so I can't understand why it looks like this.
  2. Wow! I had no idea the hair on the inside could ever cause a problem like this. Thanks a ton for your help, I'll look into this solution properly in the morning. This certainly sounds promising. Again, thanks for taking the time to help me.
  3. Haha, glad to see I'm not the only one finding it strange. Yes, it looks like it matches perfectly with the vertices. It's what made me believe it had something to do with the SDS not working with fur initially. And yes, I think you're right about the density. It really looks like some clumps are longer while other spots are bald. I'm uploading a file in which the problem still persists, but the rig and most other things are deleted. Is this something you can take a look at? There are som Redshift objects and materials in the scene, I hope that doesn't cause a problem. ltk_lookdev_exp.c4d
  4. Ok, I see. Thanks a ton for the explanation! I really appreciate you taking your time to help me. I am using the Catmull-Clark (ngons) mode. The problem I'm having is that I get some bald areas and some areas where it looks like the hair is clumping, even when I have clumping turned off. I assumed it had to do with the hair applying to the base model, because I thought the bald spots and clumps corresponded to the unsubdivided geometry. I now realize that doesn't seem to be the case at all. However, the problem is still there and I'm not quite sure what's causing it. There are some odd bald spots and clumping going on around the mouth. Earlier, I tried copying the model, removed it from the rig and manually subdivided it and then added hair, and for some reason, that model got perfectly even hair distribution. I've tried setting Root to "Polygon Area" under Guides > Roots in the Hair Object, instead of the default "Polygon Vertex", but that looks even worse. The copied model works fine with "Polygon Vertex", and all the default settings worked fine on this particular model before rigging it. I'm attaching an image of what it looks like. To the left is the rigged model in an SDS, to the right is the same model, but manually subdivided and without the rig.
  5. I'm not quite sure I understand. When I select the subdivision surface and go to Simulate > Hair Objects > Add Hair, Add Hair is greyed out. If I use a hair object already linked to the base model (unsubdivided) parented to a subdivsion surface and try to link the guides to the subdivsion surface instead, it doesn't work and is instead still linked to the base model. Am I missing something?
  6. Hello! I have a rigged character that needs to be covered in hair. The character is fairly low poly and I'm using a Subdivsion Surface to make him smoother which seems to work fine, but when I add the hair (to the low poly model), the hair "grows" out of the low poly model, making it look pretty bad. I can't add hair to a Subdivsion Surface (it's greyed out) and I also cannot manually subdivide the model as that breaks the rig and the model completely, so I'm wondering if there's another way to solve this? I guess I could remove the rig, subdivide the model, rig it again and then add the hair, but I hope there's an easier solution.
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