3D World

Step-by-step Fuzzy materials

-

one Facial hair

To create the stylised villain character’s facial hair, I use four sets of hair systems. The first one is for the major length and density of the beard; the second is for the clumps and the rough and dirty parts; third is for his moustache; and the fourth one is for the eyebrows. By using and mixing different hair systems, I am able to control different characteri­stics of the hairstyle.

two Fuzzy clothing

There are three main parts to creating a wool fabric: a tileable wool texture, tileable wool displaceme­nt map and Vray fur. I use a Vray material with Fresnel and very minimal reflection glossiness. Dense and very thin Vrayfur settings will work well for this purpose, just experiment with the settings to discover unique fuzzy finishes on your cloth renders.

three Fluffy Fur

For fluffy fur, I use the method of creating curves by using Shave and a Haircut and then converting them into Maya’s hair system. The goal is to create fur that looks like big, fluffy, candy floss. For this, try using greater hairs per clump settings than the facial hair settings. I’d also recommend using a greater clump width settings, such as 0.02, as well.

Four ragged Fabric

I use V-rayfur on the areas that have a used, ragged fabric look. This is a very efficient method and it renders pretty fast as well. I use it around the edges of his clothes. I first sculpt the mesh to make it look like it’s worn out, then select the polygons at the edges and assign the Vrayfur. I would recommend a thickness greater than the regular wool fuzz.

 ??  ??
 ??  ??
 ??  ??
 ??  ??

Newspapers in English

Newspapers from Australia