Furet Makingof English
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Transcript of Furet Makingof English
8/14/2019 Furet Makingof English
http://slidepdf.com/reader/full/furet-makingof-english 1/8
FerretMaking Of
by Sébastien GAUCHER (seb4d)www.seb4d.fr.st
I used polygon modeling for the body and
started with a simple cube. I made the head
first and tried to create the less faces as pos-
sible or else there would be too much hair
guides and work would be more difficult.
The modeling of the body is quite simple, the
topology is mainly cylindrical and the legs are
extruded from 2 or 3 faces.
It is very important to think about the thick-
ness of the fur when modeling, you have to
make the body thinner than on the reference
photos.
I created this picture with Softimage XSI EXP for the
xsibase’s Hairy Animal contest.
First of all I made some research on google and found
two photos of a ferret, one from the side and one of the
top of the head.
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Once the ferret’s body was completed I added some details
on the head like the snout and the mouth. I even modeled the
tongue and teeth while you can’t see them in the final image,
I’m just very maniac lol.
Then I worked on the UVs. In the case
of a hairy animal it is not necessary to be
very precise because you won’t see texture
stretching, but it can help to control the
color of the fur.
I divided the mesh into several clusters to
which I applied sub-projections in the UV
Editor.
Once completed I exported the UVs to
photoshop (menu Edit>Stamp UV Mesh).
To create the texture I used the reference photos. No
need to be very precise once again. This map will be
used for the fur color and also for the skin.
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Now that the modeling phase is finished I applied
the fur. You can do it in two different ways : you
can create a hair operator for each cluster of the
body or you creat a single hair operator for the
entire body.
I chose the second method because of one reason
: when rendering fur, xsi interpolates the position
and orientation of hair strands
between the hair guides, which
result in a perfect continuity. If
you create several hair operators
the continuity will be broken at
the intersection of the clusters
and you’ll see seams. To avoid
that I create a single cluster for
each part of the body that neededfur, so excluding the snout,
mouth, claws and eyes.
Then you have to style the hair. I
first used the Comb tool to give
the fur a main direction along
the body, then I used the Scale
tool, finally I shaped each hair
guide by moving the tip. This is a long but essen-
tial step.
The fur on the head is very short compared to the body, as well as the paws and ears. When you
shape the hair guides try to curl their tip a bit so
that the fur will be a bit bristly. I also made sure
to give the tail enough volume.
Once this long step completed I still had to create the moustache. To
do that I duplicated the ferret mesh and deleted all the faces apart from
those on which are the moustache. Then in the Visibility property I
unchecked the primary and secondary rendering. Finally I applied to it
a new hair operator and tweaked the guides to get this nice moustache !
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Now I converted the polygon meshes into subdiv,
very easy : hit the + key (thanks xsi !!).
The problem is that the fur is no longer lying onthe body. You have to tell xsi to take into acount
the subdiv level. I selected the hair and opened
the Hair Generator Operator property page. Their
I setup the Subd Level to be the same as the ferret
mesh.
Then I opened the Hair property page.
I choosed Volume as render type.
This model needs a lot of hairs so I typed 200,000 int Total
Hairs. This gives a very thick fur, but it also slows down
rendering time.
I made some tests with Hair Multiplier but I though it was
useless because of the Total Hairs I chose.But in order to reduce render time I changed Hair Segments
from 10 to 5 which is sufficient for this kind of fur.
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I didn’t change much in the Effect tab.
The most important is to find the right values for the
thickness of the hair strands. It all depends on the scaleof the scene.
The thicker the fur is, the more you can see through it.
So I made many tests between the Thickness value and
Total Hairs in order to to get a thin but dense fur.
Then I added a little randomness in the scale of the fur
to make it more natural.
Finally the last step : the hair shader !
Ambiant color was set very dark to get a.... dark
fur lol.
Then I plugged the texture map I created in pho-
toshop into the Root Color and Tip Color A. Tip
Color B was set to a very dark color too, then Imixed the A and B Tip Color together.
I also adjusted the crossover between the Root
and Tip color : Center means when the hair strand
changes from root to tip color, Range corresponds
to the kind of transition (smooth or linear or no
transition at all...it depends on the value you set).
Finally I chose not to give too much specularity to
the fur.
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In the Transparency tab I changed the param-eters like this.
The hair strands being rather thin this was not
necessary to make the tips really transparent. A
value of 0 for Root Tip helps to make a dense
fur.
Here is the texture map plugged into Root and
Tip Color and used with the ferret’s UVs.
To sum up with the shader, here is the RenderTree. As you can see a single texture map is used for two colors.
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Once the rendering was good for
me, I created a skeleton and bound
the mesh to it.
Here is the pose I chose to give to
my ferret ! I was inspired by a photo
of a stuffed ferret lol.
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And now the very last step before final rendering :
lighting !
Nothing complicated here, I used 4 infinite lights.
key light : main light casting shadows
fill light : secondary light
back light : light coming from behind
rim light : to create this rim around the mesh
I didn’t used GI or Final Gathering because this isvery time consuming.
And here is the result !This image still could be enhanced but I didn’t have more time to work on it.
http://www.seb4d.fr.st [email protected]