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How do I model her hair ? This will be ingame so it has to be

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Thread replies: 156
Thread images: 33

File: elastigirl2[1].jpg (141KB, 1100x470px) Image search: [iqdb] [SauceNao] [Google]
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How do I model her hair ?
This will be ingame so it has to be polygons, but high polygon count will be okay.
>>
its not a character for a game so whats your point?
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>>490394
I'm gonna make a porn game.
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>>490393
her hair is breddy simple considering it doesn't sashay like Violet's, just make it as a 2 bang cap that meets in the back and use alpha maps for the strands in the front.
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>>490400
I can't really get the volumetric shape of it right.
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>>490401

Then I'm seriously concerned about the your model of the rest of her body.
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>>490401
Use nubs surfaces to make the shell
Then what you want is 3 or mor layers to the shell. The most inner she'll will have an opaque and dark texture and each exterior she'll will have an increasingly see through (not just transparent) texture. You do this by painting alphas with fewer and fewer opaque streaks. Combine that with normals to make the streaks seem round and the limitation is only how high res you want the textures and hor many shells you want to have.
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>>490393
>google image this
>the incredible best childhood movie by far
>>
3 shells tops, + alpha maps. What kind of a question is this? it's not even a complicated haircut.
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>>490420
Hey I've found that modelling the shape of hair can be pretty complicated. Especially when you need topology to flow with the hair. Certain doos can be head scratchers
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>>490412
i'm not really worried about the body, it's fairy more simple and smooth than the head.
>>490414
Alright nurbs is the next step then.
>>490420
I never ever tried ingame hair before so I didn't even know where o start. I don't know about alphas though, shes got a pretty solid hair. Maybe after the main form is done I can duplicate the mesh with different alphas to show different layers of hair strands.
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>>490468
Also sorry about the smug face, I was just testing expressions.
>>
OP, I used this: http://www.thundercloud-studio.com/index.php?page=shop%2F1.script%2F0.GMH2 . You still need source planes to tell it where to put the additional planes and I suggest having either a solid mesh in the middle or painting the hairline to help the hair blend.
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>>490468
10/10 would bang
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>>490468
Wow that is very accurate. Good job. What engine are you making your game in? I'd be happy to contribute to an erotica project. I can code and use unity tools.
[email protected]

Are you going to rig her so she can stretch and shit?
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>>490511
Wow. Thanks I'll give it a shot.
>>490517
Thanks man
>>490524
This is what it looks like in Unity. I'll rig once the body and everything is finished but I don't know if I'll stretch her like elastigirl. I was going to record the Unity videos and compose them into a movie but if you can code it, it can be like a 3d camera mouse orbit with keyframe navigation for scenes. Interactive would be much better.
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>>490530
Yeah for sure. What's the point of making it in a video game if it's not interactive right?
We're you thinking of making like a 3d version of those flash loops? Like with buttons for positions, speed, and maybe costume switching? That'd be trivial to accomplish in unity. The real head scratcher is dynamics. I was just testing a concept I had for making a particularly big butt jiggle in unity. It needs serious work though.
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>>490532
I didn't think that far but once I got the 3d Unity animations it can be converted it into almost any media. Flash is more popular and easier to implement to all the websites than Unity. And once you upload it to somewhere, it spreads to all the other websites like fire. But an interactive Unity game would be 10 times cooler.

It can be like a story where you can jump through the scenes with left and right arrow keys, and when it gets to the positions, you can use your mouse to orbit around and zoom. For the animation, I can simply do a butt jiggle with bone animations and bake it into keyframes. Unless you were thinking of a more complex interactive system like playing with the boobs and butt using the mouse.
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>>490468

Whatever you do, pls, give her a nice ass.

thanks.
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>>490558
Oh yeah. She deserves a good one.
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>>490558
no make her ass flat and droopy.
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>>490535
well while exploring this idea myself I had a few thoughts.
If I bake the dynamics into the animation then the animation will cut when a different speed w/e is selected. which is how flash animations are. But if the dynamics were running realtime then transitions could actually flow together. It also opens he doors to other possibilities. Dynamic and modular animations.
making this up on the spot, a reverse cowgirl animation and a reverse cowgirl where she's eating a hot dog or w/e. You can simply tack on minor adjustments to naimations and add whole new scenes with little extra work.
Dynamic animations could allow you to actually be part of the scene. Like control thrusting with the mouse so the tempo is controlled by user input and have animations that blend on top of it. Like back arching, ass shaking, etc. That way it feels like you're a part of the scene. Flash could only do this by playing and rewinding the same animation. 3D lets you be modular.
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Made the other part of her hair as well as the teeth. Hair is going to have to stay solid and blocky for now.

>>490657
I don't want it to get too complicated. Give it a shot in Unity with a dummy rig if you can, but don't sweat it. I found examples of how people can make shaders that use pivot positions to make dynamic flexing effects without the use of anything extra.

https://www.youtube.com/watch?v=H_EnpSoQnpE

Also I sent a mail to your gmail.
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>>490661

jiggle bones are piss ez to implement.
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>>490662
they're really not
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>>490661
you can use the default unity scripts to wiggle certain bones in relation to the rest of the skeleton. so once you got the body rig, you can assign the script, target the ass or tit bones and that should do it
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>>490964
Which default script is this?
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>>490661
nose tips forward more, she's not christina ricci
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>>490661
Pretty damn close. Did you rig the face yet ?
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>>490661
There is no hard divot under the lower eyelid
Everything about the nose is wrong
The upper lip is too thin and not sharp enough at the place where it meets the skin
The philtrum isn't wide or shallow enough
The irises are too small and too dark and don't gradate smoothly, the highlights on them are too white and don't fade gently
The eyelashes should be a simple alpha map, not a fur shader
Eyes are too large and set too sharply, Helen's face is entirely gentle curves with no creases except for dramatic purposes (which applies for most of the characters in the movie)
Eyebrows should be drawn with one of photoshop's hair brushes
Lip color too pink, not flushed enough
Actually model the ears and finish the back of the head, no one wants to see her hair in her mouth when she's moaning

okay start, clean it up
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>>490468
>>490661
The nose looks detached from the face, making it look like a pig nose. Pls fix.
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>>491192
> dem ripe milf tits
> dat plump ass
I so want this to be true. Godspeed OP
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>>490975
You can use the smooth follow script and tweak the settings to make the bones jiggle. It doesn't require baking or special rigs or anything.
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>>491550
Hmmmmmm sounds weird. I'll try it out though. I have a hole rig with special bones but spring joints are just not cutting it.
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>>491701
k im not sure how you're supposed to use smooth follow. Maybe if you tweak the script but not as it is.

On the other hand I took a second look at using spring joints. I think the way I was testing them was flawed because other than too low of dampening I think it looks pretty good.
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>>491761
needs more stiffness/mass also.
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>>491761
can't stop keking at this
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>>491761
The dead fish is a metaphor for my limp penis at the sight of her ass.
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>>491761
did you add any scripts or did you just edit the spring settings. if thats the case, then it's a better solution than mine.
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>>491784
it's all springs on a special joint setup I designed. As you can see there are dampening issues, and when the springs are set up to stop moving in a reasonable amount of time it takes thousands of force units to get them to jiggle at all. I havent found the right combination of settings to get the look I want. Nor have I really figured out if what im going for is even possible.
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>>491777
oh and don't worry. I'll include gay stuff in the final product just for you! ;)
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>>491873
>didnt read the second sentance
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>>491812
Thanks! Keep in mind, I like cocks 10+ inches.
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>>490468
hope this helps
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>>491917
that loaded super slow one frame at a time and im high and it freaked me out.
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>>491761
How did you do that?
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>>491917
Thats incredibly close to the real thing, there are a few things I noticed:
the nose should be smoother, the sharp edge going in the horizontal center makes it look a bit odd. Nose should be smaller and a bit more to above as well. Eyes look good but maybe its better if they're slightly more egg shaped. he skin shading is almost the same so it's good the way it is.
Also don't forget these lines, thats what makes Helen look emotional and dramatic. If you nail the hair as well its gonna be a bretty gud pr0n >:)
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>>491980
there's a join in the middle of the ass which has 9 children on the surface of the ass. All the of surface joints have spring joints using the ass core as their anchor.
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>>491998
>spring joints
I don't know what those are, I think you may have to explain that for me and then i'm going to need to look this up.
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>>492202
animators don't rig/skin. Or is that image meant to be wrong?
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>>492204
Its meant to be wrong.

To animate you need to know how to rig and skin something and vice versa.
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>>492208
>To animate you need to know how to rig and skin something

This couldn't be more wrong. I've met super talented animators who barely even know how sliders fucking work.
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>>492209
> i've met some incompetent animators who don't know shit about their fields so all animators are the same
Animation comes as a package. Just animating bones won't get you jobs anywhere.
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>>492223
Animating bones and moving the shape controls that the riggers provide you will actually get you jobs at lots of places. I know a lot of animators who don't do any rigging at their jobs, because there is always animation that needs to be done. That's why it's usually the technical artists who are doing the rigging and other fancy behind the scenes work in the software.

But will knowing how to rig well help you land such a job? Yes, absolutely. Because it shows you are passionate, that you go above and beyond and that you have a broad skill-set for in-case something comes up and they could use those skills to get something done instead of bringing someone else on for a bit.

But at the end of the day, if you're applying for just an animator position, then they are absolutely going to choose whoever has the most impressive animation going on in their reel.
>>
>>492223
>>492209
>>492224
In my experience. You can sometimes just get hired as an animator however that's depending on the budget.

Most of the time you will need to be skilled in many areas like animation and rigging, skinning, modeling, texturing and so on.
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>>492223
Yes. Animators, as a group, are incompetent.

>>492202
So the spring joints are a unity thing I'm using to apply physics to the butt joints. The butt joints are just joints sitting on the surface of the mesh. I placed them on the verts of the low poly mesh which was 9 per cheek.
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>>491761
Oh for fuck's sake, you're that Ruto guy from that inkling thread, aren't you?
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>>492379
What? No you idiot. I'm a completely different person that happened to model the exact same thing by coincidence.
>>
Agreed. Knowing how to rig is very important to animators. Its not the be-all and end-all, but with the industry as competitve as it is, how could you not know something so critical to your art! to say otherwise is absurd
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>>492472
it's helpful, no matter your specialization, to be able to do every other job at least well enough to make whole projects on your own. If for no other reason than, if you can't make renders well then you cant show off your modelling and if you can't rig then you'll have nothing to animation for your portfolio.

But studios do really like it if you have a basic awareness of the rest of the pipe so you know how to work from someone elses work and prepare you part so it's easy for the next person.

Like a modeler who knows rigging can make topology which accommodates the movements the model will need. And then the rigger should understand animation so he knows to make it really simple to use because the animator is technically retarded.
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>>490415
Where is that hair from ?
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>>493027
polycount wiki on hair
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>>490661
Jesus, that fucking nose kills everything. Why is it so extremely flat downside?

>>491761
I laughed. A lot.
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>>493273
whats wrong with the nose ?
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>>493303
Those two shots aren't even on the same angle. Also her nostrils are more rounded on the edges, which you can clearly see in that image.
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>>493303
Smooth those edges mate. Also your Nose Ala is on the same height as the Nose Columella, though the columella needs to be futher down.
>>
Porn
>>
The model is looking good.
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>>490468
Yea, your nose is too piggish. It needs to be smaller, rounder, nostrils defined slightly separate from her nose tip pointed down very slightly. She's more delicate feminine, subtle, and less exaggerated.
>>
Anybody knows a decent Unity hair shader ?
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>>494010
Why not the assessors.blacksmith or the advance one
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>>494040
Oh boy ! I just noticed that there is a script in blacksmith assets which can accurately sort drawing orders on transparent objects :O
Which means they found a solution to the problem game engines have been dealing with since forever. Thanks for the tip !
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>>494130
looks like shit
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>>494149
was this post made by a random word generator or something?
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>>494150
no and fuck off back to le reddit
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>>494151
wow, you're really defensive to criticism.
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>>494152
fuck off reddit
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>>494153
and you're coming back to actually try to get the last word? and your last word is to just repeat yourself? Christ! Why are you trying so hard to look cool on an anonymous forum?
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>>494154
fuck off
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>>494155
>>494154
>>494153
>>494152
>>494151
>>494150
>>494149

The fuck is going on ? One of you thinks its shit, one of you don't. End of story.
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>>494160
what's going on is some teenager had a bad day, decided to take out his frustrations on strangers on the internet, and got really upset when called out on it.
>>
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>>494155
>>
back to the 3d stuff hey did blscksmith work? in elastigirl?
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>>494161
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>>494340
I'm working on the hair to do different layers. I realized that it only sorts the opaque parts, but not the translucent ones, so theres still the same hair jumping issue going on. But ill post the shots once its done.
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>>494351
You need to enable per polygon transparency sorting to fix this.
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>>494448
> Per polygon transparency sorting
That sounds fucking awesome, how do I enable it ? Also Blacksmith hair script duplicates your mesh 2 more times and renders them all together, so it costs 3 more times of a regular transparent material. Hope it won't go to heavy on the GPU.
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>>494448
In unity?
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So how progress ? seems to me that issue is the hair? ....
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>>494155
Go back to reddit you hormonal teen.
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>>494461
someone answer this plz :v
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>>494461
Maya supports per-polygon sorting with transparent CgFX shaders. In the Maya viewport under Shading, turn off object transparency sorting and turn on polygon transparency sorting. This tells Maya to sort each polygon by its center, rather than each object. Maya detects whether the blending state is enabled in the first pass. If blending is enabled, Maya uses the Object Transparency Sorting or Polygon Transparency Sorting options in the viewport to correctly render the transparent shader. However this may not fix all sorting errors, so manual vertex-re-ordering may be needed.
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>>495117
Viewport 2.0 in Maya has a Depth Peeling option, which is even better than just polygon sorting. So just turn that sucker on, no need to use CGFX shaders.
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>>495117

We're talking Unity not Maya. Maya renderers does raytracing so it doesn't even need to sort transparency, it's not even a challenge in Maya.

It's only a challenge in real-time renderers such as Unity and UE4 which has to sort transparency that doesn't write to Zbuffer by default with correct shading. And there is no known solution other than depth peeling like this anon suggested : >>495120
But that simply duplicates the transparent meshes 3 times which requires the transprent meshes to write on each other 3 times per frame, which is a relatively costly solution for real-time renderers.

Does anyone know if there's a per polygon sorting in Unity ?
>>
>>495124
There's no per-polygon sorting in Unity, you have to program it in the shader yourself.

The hair in Unity 5 demos looked fine, how come that doesn't work for you? Could you post an image of the issue with hair you're having?
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>>495136
Oh no it works fine, atleast it looks better than the default transparnt shader.
The problem is that it creates a mixture of opaque and transparent material but it only sorts the Opaque pixels correctly, but not the translucent ones. The translucent pixels still render the hair in the back as if its up front.

ill post the pic soon
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>>495136
Not OP but for my personal satisfaction I tried it out myself.

Looks like, yeah Unity doesn't just do it right. The hair shader in the asset store looks really good though, and for only $20 it might be worth it.
https://www.assetstore.unity3d.com/en/#!/content/11331
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>>495184
n/m fuck that shit shader. I just rediscovered the blacksmith shader aldready mentioned. It's free and looks way better.
>>
>>495184
>>495185
Yeah. Simply apply the blacksmith hair C# script to your mesh, and it will automatically fix the drawing order jumps through depth peeling
>>
Yeah what he said.
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>>495184
that looks awesome though
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>>496257
It does, but it's just those materials. It doesnt solve depth sorting.
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>>496277
yeah. it's better to use one solid mesh for the entire hair and use backface culling so it doesnt glitch
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>>496279
unless the desired hair style doesnt allow that
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>>496292
Then i dont know what possible solution there is. Otherwise it will always glitch
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>>494130
Unfortunately this didn't really solve the issue. Also it tripled the polygon count on hair so I'll just leave it at that.
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>>496293
the solution would be this blacksmith script.
>>496312
the issue is depth sorting transparent polygons, and this script solves that. And the hair has as many polygons as you make it. Even long thick hair like in the other post's example could benefit from it by adding another layer of alpha planes where the hair does begin to thin out. That's hardly tripling the polycount.
>>
>>496908
Thats what the script does. When you add the script and run the scene, stay in editor mode. You will see that it literally duplicates the same mesh 2 more times and names it frontface culling, opaque layer and backface culling. Yet it doesn't correctly sort out the actual transparent parts.
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>>496930
hm ok. well ripling a few hundred polies isn't a big deal, and it does in fact appear to be solving the issue. Maybe not on some esoteric technical point, but simply in terms of pixels on screen it works.
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>>490662
explain how to make them in maya, i didn't know they existed out side of soruce.
>>
>>490662
Yeah what he said...
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>>497168
you wouldnt use a jiggle bone in maya because maya has much more powerful tools.

for waving cocks what I use is a nurbs cruve made into a hair folicle. Then I make that follicle into a curve IK for some bones in the dick, or in ths tits if thats what im doing. You can control the stifness and length of the follicle so you can actually make a rig that dynamically controls a cock hardening/softening. If you ever seen that gif of the horse cock fucking a funnel then you've seen my attempt to make a rig used for guiding dynamic dicks to their static vagina targets.

As for things like tits and asses I use a mesh duplicated from the source and closed off. I make that new mesh a cloth with transform constraints on some vertices and a constant volume tracker. When everything is tweaked just right you have a tit which, when squeezed on one side, expands on the other, and dynamically collapses around whatever is interfering with it.

jiggle bones are an abbreviation of dynamics for games which are less cpu intensive than other methods.
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>>497287
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>>497287
oh yeah and the cloth mesh is a wrap deformer.

its actually too complicated ATM. Ive come up with a better way to do it but I havent tested my new idea.
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>>497287
and one for the road so you can see how the follicle behaves without getting stuck to a collider.
>>
Do you have a tumblr or blog?
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>>497290
I would thank you like to know more, tutorials for one.
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>>497339
Agreed
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>>497339
Yes! I want this as well.
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>>497339
>>497388
>>497394
yeah I'll see what I can do.
>>
>>497416
ah welp. ShareX has decided to be a bitch. Won't let me screen record and I dont know why.
>>
>>497418
Well nothing to do here ecxept wait for "elastigirl's" debut
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>>497699
I did actually get some good recording software and made 2 videos explaining how I made what's on those gifs. Unfortunately I'm poor and my internet got shut off. I can't pay it till wednesday.
>>
>>497710
...how are you posting?
>>
>>497711
I'm a ghost
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>>497715

Makes sense. It's hard to hold down a job when you're incorporeal.
>>
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Sorry I was busy practicing some hair and face. This is the /aco/ mascot Madam Peacock.

I need to figure out what to change so it doesnt look like ayylmaos
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>>497732
Well the thing hurting the ayylmao situation the most is definitely the slant of her eyes. Mostly the outer part of her bottom eyelid. Lower that first and consider these other changes. In the picture I made her mouth and nose lower, tilted her nose to face more downward, moved her mouth more inward and I spaced her eyes out a bit more further apart. Probably the other biggest change is her cheeks. I think they jut out to much sideways, frontways and are also too high. Her cheeks being so high and so far forward are giving her some real ayy lmao on the more sideward angles.

But of course these are just what I'd do, so take what you will.
>>
>>497733
>>497733
The guy kinda did design her like a furry face. Like how the mouth and nose are pinched pulled forward like a cat. She is also quite cheeky.
You're right about the eyelids though. the eye lines have to be flattened
>>
>>497732
She has almost no forehead. You have room to make it larger and also less round to bring forward the receding hairline.
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>>497736
>>497737
Fixed the eyes. More hair should work for the forehead.
>>
>life
>>
>>497757
Seeing as this threads supposed to be hair themed
What are your plans? And really what's the end goal of the project? If this is just for making stills I'd suggest using actual hair effects instead of polygonal hair. Projects like, coincidentally, the incredible has shown that detailed hair effects work well with stylized designs.
>>
>>497768
this : >>490395
It has to be in-game and run smoothly in Unity.
>>
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Seems like /aco/ has decided on the final design.
>>
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>>497788
a lil update :>
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>>497938
On side view, cant help but think of lordosis.
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>>497946
Yeah, after a long discussion on /aco/ we decided to pump up the pose like that.
>>
>>497775
Aight then try dropping in some photo sourced hair textures with corresponding normal maps. The solid color hair blob isn't impossible to pull off, but personally even when it's done well it is inferior to alpha planes or even just a texture.
>>
Godspeed
>>
File: Peacock Hose.jpg (365KB, 1949x1356px) Image search: [iqdb] [SauceNao] [Google]
Peacock Hose.jpg
365KB, 1949x1356px
>>498033
Helens hair isn't fluffy. It's actually very condensed fit into a spherical form. Maybe simply adding a few loose strands of hair around the edges might do the trick.

>>498078
thx c: here, have some pantyhose
>>
This guy here:
>>497290
>>497289
>>497288
>>497287
My internet's finally back up. I'm uploading videos on how to do these things right now.
>>
>>498089
maybe it might. What I'm suggesting though has nothing to do with that. Even a highly abbreviated texture goes a long way beyond a solid color.
>>
>>498156
But I did use a texture rather than a solid color : >>490661
>>
>>498157
I mean on peacock.
>>
>>498160
oh ok. the original design didn't have anything else than a solid color and line art but I can try textures. I just don't wanna get caught up overcomplcating it because theres no end to it.
>>
>>498155
tits
https://youtu.be/OMbVtip_nRk

dicks
https://youtu.be/e3OgW5-pXAk
>>
File: Peacock Green.jpg (707KB, 2988x2720px) Image search: [iqdb] [SauceNao] [Google]
Peacock Green.jpg
707KB, 2988x2720px
>>498163
>>498160
howz dis ?
>>
>>498175
the breasts are teardropping too much at the origins
>>
>>498181
The Y shape should be less visible ?
>>
>>498183
look at nudes of women with enormous breasts and see how and where they attack to the chest, the lower part of the attachment isn't just an inch below the upper
>>
>>498187
>look at nudes of women with enormous breasts
IM ON IT!!!

>>498175
Hair looks gewd.
>>
>>498187
>the lower part of the attachment isn't just an inch below the upper
That actually varies a lot depending on genetics and helps determine how perky a large breast can be. Some are only connected by an inch or two, while others are connected for nearly the whole size of the breast.
>>
File: peacucq.jpg (532KB, 1798x1344px) Image search: [iqdb] [SauceNao] [Google]
peacucq.jpg
532KB, 1798x1344px
>>498244
thx, i think so.
>>
>>498187

>the lower part of the attachment isn't just an inch below the upper

Go pick up some cougars at a biker bar sometime.
>>
>>498327
I'M ON IT
Thread posts: 156
Thread images: 33


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