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Kerbal show hair, Yes or no?


rewdew2

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So for those of you who watch my 3D animations, i have a simple question for you

Hair particles, yes or no?

isU6Xeb.jpg

Note: i turned on ambient occlusion for better results, but it doubles render time (yikes)

that is with,

Well, i don't have an image of them without.

but you know what that looks like right?

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Looks cool. How's your new episode doing? :)

Well, unfortunately, this is not related to the episode, and was an idea i came up with while seeing scott play the sneak peak at 0.21,

And i forgot to say this but. i was busy for the past two weeks.... i kind of bought assassin's creed 2 because it was on sale... and i was just too busy, and had to adjust my priorities. (by playing assassin's creed)

Btw, here's another pic, and a bit of a view at the new scene. (still WIP, and yes, drew's hair does look a bit thick i guess.)

NUeo6yj.jpg

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Looks good. It looks better then the (technical computer word) hair they had before.

Glad to see you like the improvement.

I don't really like their hands. :/

Let me make this point as clear as i can make it.

I'm not super good at finger/hand modeling.

What are you using to animate this?

Something you may want to consider is having their hair be part of their skin like in the first vid, but then using a less dense hair to lay over top of that. It should save you some processing time and still look like hair.

I used Blender to animate, rig, edit, add voice. everything. it's all blender and quicktime player to capture the voice.

Thanks for the idea, but right now it's hover around 45 seconds per frame, and i've tried less hair, and a hair/texture mix. it doesn't make much difference.

It looks much better than the hair before. My only thought is that the fingers are very ugly. You should round them off.

Another person satisfied with the improvement! success!

Also, yes. still working on stuff. Greg's hands are outdated and need to be updated. :/

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I can see why the render times would be high, its not just rendering your kerbals its also rendering the models for the set as well. If only you could get the assets into something like source filmmaker, it would drastically reduce your render times and give you more options for animating.

Well I have a bunch of reasons why i use what i use.

First off. I'm on a mac. i have no way of using a PC, so i'm stuck on mac.

Second, I've been using blender for 2 years now, and i'd rather not have to learn a whole new program just to decrease render times.

third, Most other 3D programs cost money, and i'm not gonna pirate stuff because that's wrong. so i'm sticking with free software.

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I can see why the render times would be high, its not just rendering your kerbals its also rendering the models for the set as well. If only you could get the assets into something like source filmmaker, it would drastically reduce your render times and give you more options for animating.

Actually, SFM renders things sometimes more thane once, A 15 seconds video will take hours to render for example, When it really should not.

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Well I have a bunch of reasons why i use what i use.

First off. I'm on a mac. i have no way of using a PC, so i'm stuck on mac.

Second, I've been using blender for 2 years now, and i'd rather not have to learn a whole new program just to decrease render times.

third, Most other 3D programs cost money, and i'm not gonna pirate stuff because that's wrong. so i'm sticking with free software.

Point taken, I only offered it as a suggestion. SFM is free BTW but it doesn't have Mac support at the moment.

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Actually, SFM renders things sometimes more thane once, A 15 seconds video will take hours to render for example, When it really should not.

Well a 16 second video took me 5 and a half hours, mostly because a turned the render settings up because the last episode kind of lacked quality.

Point taken, I only offered it as a suggestion. SFM is free BTW but it doesn't have Mac support at the moment.

Well i figured another suggestion would be 3DS max or maya, which I don't have money for.

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