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RELEASED HiveWire Dog Is Underway

Ken Gilliland

Dances with Bees
HW3D Exclusive Artist
As you all know I am not a modeler and hate that, would love to contribute actual work here instead if ideas but I had such an idea so please forgive the question but just curious.
Why can't the long haired shaggy dogs like the Pom or Afghan or Sheep Dog or even the long curly hair Irish Wolf Hounds and the like get hair made the same way that long conforming hair is made for human figures? I see the untextured hair for humans as shaped planes with morphs added for shaping, lengthening and moving layered and textured/transmapped for more realism. They are either conforming hair or .Hr2 props. Would it be difficult to create such hair props for the different breeds?

I saw a set of massively long curly looking body hair created for M4 at DAZ that was added to the M4 Body suit that mad the hair on the figure look real relief and shadows gave that illusion. Couldn't a super conforming well textured/transmapped/and telief mapped "bodysuit" like add-on be created for each breed to add more realistic looking fur?

Also I see animals like those created by DinoRaul or animals like the DAZ War Hound that has strand hair in certain places. Can't such strands be created to work in conjunction with with long hanging strands like beards but added to certain body parts as smart props in conjunction with conforming hair add-ons? Using several clever accessorized add-ons for the fur could be an easier waty to go instead of creating real Fur for each (for dunderheds like me that is that have no clue how to use the hair room or cloth room in Poser.

It can be done-- though it's very complex and tricky to do. I do use it on some of my more recent birds-- the kiwi being a great example.

Another good example of it is 9mbi's work (no longer in the community). Since I don't see the models anywhere I did a quick render his Lesser Panda and Red Fox-- this is pure layered trans map fur as a conforming part. I actually looked at his techniques as a basis for what I wanted to do in my owl and refined them so that the intense patterning of the default base texture would transfer to the fur layers (9mbi's approach were much simpler). I'll be happy to share my secrets with anyone adventurous and patient enough to try it (you will need extensive knowledge in modeling, UVs and texture painting)

Capture.JPG
 

Miss B

Drawing Life 1 Pixel at a Time
CV-BEE
Ohhh, I remember that site. Hmmm, haven't been there in quite a while, so didn't know it was missing.
 

Lyne

Distinguished
HW Honey Bear
Outstanding new details on the dog Chris! :) And oh my gosh being able to mix cat and dog morphs makes for possible great fantasy animals-how cool that will be!!

I really have to compliment you @Chris for making your model's morphs interchangeable - it makes for so many possibilities, and each one helps sell the other one! This is a great marketing strategy and a lot of fun for us users!
 

LadyRaine

Admirable
a chimera would be cool but back to dog breeds how about a yorkie for a long haired lol we have a yorkie/ havanese cross would love to see either
 

JOdel

Dances with Bees
HW Honey Bear
As to transmapped hair on Animals. It can probably be done, but there will be serious issues with the rigging. Now, mind you, it isn't always a horror show. Harry's mane, tail, and fetlocks work very nicely. But he's one of the only horses out there who's do.

The MilBigCat Lion's mane is transmapped, and it takes forever to render and you have to be really careful with the camera angles or you are looking down through the rows of hair.
 

Chris

HW3D President
Staff member
Co-Founder
Thanks for keeping this thread going.

Kind words said to me there folks and I appreciate the support. Most definitely!
 

eclark1894

Visionary
Hey, Chris, do you mind if I ask you a question. I've notice that in your meshes, some of your lines either branch off or merge. I've been told that it's due to topology considerations, but how do you know when and where to merge or branch them?
 

Chris

HW3D President
Staff member
Co-Founder
Hey, Chris, do you mind if I ask you a question. I've notice that in your meshes, some of your lines either branch off or merge. I've been told that it's due to topology considerations, but how do you know when and where to merge or branch them?

I've certainly been told that you need a pure quad model for it to work properly in all types of software, and that triangles cause shading problems. I've also been told that software as it is, is making strides and that triangles aren't the problems they once were. From day one modeling years back at Viewpoint I modeled using triangles and haven't had huge issues with it. Posette and Dork and Vicky 1, 2 and 3, and Michael 1, 2, and 3, I modeled all with triangles in the mesh work.

I want to be able to create more then tube meshes. I want to be able to have muscle definition in the mesh for morphing and for a more accurate natural look, and not leave it to a deformation sculpt that has to be baked down in order to achieve muscle detail. Although, the added sculpts look awesome, and those "extra" details really can make the product complete, or support a product well. Veins and added sinue in a sculpted model if done properly look awesome. BUT... having said that, I want the base meshes that I build to have the ability to show definition and detail, so... for me I choose to add in triangles to the layout to better show origin and insertion points. That's my choice anyway, and I'll fight anyone that says I'm wrong! Kidding. No fighting really. I have not seen too many renders that can't be done due to my meshes having triangles in them. I personally think that's a bunch of whoey.

Also, I'll add another thought to this though. I do see a bigger more realistic concern with triangles in mesh work when I see Paul have to fidget with weighting them when he creates rig work. THAT, is a really problem or challenge. So I try to minimize triangles in meshes around joint areas for rigging. I also try to add in complete mesh loops around joints that can help Paul when he has to create groups for the rig. I think it flows better and performs better if the mesh has complete loops in joints.

Hope this might help and explain my view on triangles in meshes. I personally don't see what the fuss is about them. Just me. I can certainly appreciate a complete figure that is build from quads and applaud those that create them. Though, just having a quad mesh is still only part of the equation. The rig work must be stellar, and the maps too, and on and on.
 

eclark1894

Visionary
Thanks for the explanation Chris. I've always tried to avoid triangles as much as possible, but I'm trying to relax my standards on that.
 
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