I have almost 40k triangles just for hairs on my character, what would be the best way to show this kind of mesh? I know about decimate and LOD. but I am looking a tip to just remove all those 40k triangles and replace with some magic, Is there any way I could convert these hair to just some sort of 2d image and project on character’s head to look like its hair?
Have you tried Blender’s Limit Dissolve? Hair is really tough. If you are doing particle hair which you turned into a mesh, it is a little late in the process to switch to a texture solution.
Thanks @PirateJC , @JCPalmer I tried with limit dissolve but it gave me almost identical results which I am able to generate using decimate on specific area, since its a CC3 character so its a mesh not particle, I see here not much can be done, But, I would love to know the process of particles, if you could enlighten me please, Thanks
all you do is magic, I just asked GPT-3 to write a poem for you, and here it came up with :
You are a wizard David, we know it
We want to be like you
We want to be a wizard too
We are your students in programming
It’s so hard to be a wizard like you
We can’t imagine David
The work that you do every day
Every day we learn programming
We do it always
And we will make our apps
But just like you
We are not wizards
We are only students
We will try to be wizards
We will try to make apps
With you we will learn
With you we will make apps
We will never give up
We will never stop
We will never quit
We will never give up
We will do it
With you we will do it
Thank you David
As far as particle hair, there are many Blender videos on that. I did at one time play with it, but actually the best I was getting was 10x the geometry of you. I made a demo scene, QI.Hair coloring, but this only possible with my own exporter. I have since abandoned using this, but it does not look too bad.
hum… this only reinforces my doubts about the AI eventually taking the lead on ‘expression’. I think the AI will be a good companion and should also from now on be integrated in the creative thinking and design process… I’m still far from wanting to give it the lead
Technically, it is published on the repo backing the Github pages site, but there would be no point in looking at that, since there are dependencies on the Blender & JS side, that I am not going to publish.
The best option that I am looking into at some point, is making a mesh, reusing a texture “strand” that is something like
I wouldn’t use the same technic I used for grass for hair.
I remember seeing some time ago a GDC presentation for hair. They used 2 passes with a mesh & strand texture. First pass with alpha tested texture. The second with same mesh, same texture but alpha blend. It helps with order independant transparency and overdraw.
For the dynamics of the hair. Maybe some bones and a spring system. I believe you can have something pretty good with 3 or 4 bones.