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Making Of 'Cowboy'

By Luis Arazaga
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Date Added: 2nd January 2013
Software used:
Blender

Hair and Fur

This time the hair was done in Blender. The good point was that I didn't have to compose the hair later. Blender gives you good and believable hair perfectly integrated with the light in the scene and the native render. I only had to prepare some lights for the hair to show some aspects of it better. I used the native shaders of Blender with some special setup for the hair (Fig.07).

1645_tid_fig07.jpg
Fig.07

Be careful with your scale when you work with hair. It's important because the hair's aspect depends on the relation between hair and lights. It will affect your control over the hair shader mainly with the sss (sub-surface scattering) and the specular.

I used vertex weight maps to control the areas where I wanted to have hair over the 3D model. You can also use bitmap maps (grayscale) to control the same parameters (Fig.08).

1645_tid_fig08.jpg
Fig.08

It's very important to create several groups of hair in order to create good-looking hair; hair that can be believable in high resolution, close up renders. You have to do at least three different groups of hair: long hair, eyebrows and short hair. It's also important to spend time combing the hairs group by group until you achieve the look of your design (Fig.09 - 10).

1645_tid_fig09.jpg
Fig.09

1645_tid_fig10.jpg
Fig.10





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Readers Comments (Newest on Top)
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(ID: 190426, pid: 0) Shaun on Wed, 03 April 2013 8:37am
Thank you for putting this together, very inspiring. Well done.
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(ID: 174594, pid: 0) Ejnaren on Thu, 03 January 2013 2:47am
I am a daily user of Blender, but no professional yet. It is interesting to hear and see that you have been able to paste blender right into your proff. workflow. Very nice work as well.
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(ID: 174512, pid: 0) Kevin on Wed, 02 January 2013 3:47pm
Wow, that is a great character. I am impressed :)
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