March 24, 2013

Textures for her hair


I was going to use hair shader for the her "hairstyle." 
However, it requires very much the time which a rendering takes. Considering the future work, it is not realistic well.Therefore, I gave up use of hair shader and changed into the method of sticking a texture on a polygon. 
Although it is very classic, it is good in working efficiency. 


ヘアシェーダーを使う予定だったが、形状が思い通りになり難いのと、レンダリングの計算が殊の外かかる。今後の絵作りを考慮するとレンダリングばかりに時間をかけるわけにはいかない。
というわけで、大人しく板ポリにテクスチャを貼る古典的な方法にスイッチ。



In accordance with a hairstyle, some polygons are prepared first. 

まずポリゴンをヘアスタイルに合わせて整える。



Four kinds of textures are used roughly. They influence a setup of "base color", a "bump", "transparency", and "speculer." 

ベースカラー、凹凸、透明度、反射(テカり)と、それぞれのテクスチャを用意。



Textures are stuck on polygons and tuned finely. It is not so realistic compared with hair shader. However, computation time is shortened considerably. 
The upper picture is processing of the "top" and "bun." I have to process both sides and the nape further. 


ポリゴンに貼り付けて微調整。レンダリング結果はこんな感じ。ヘアシェーダーに比べるとリアリティに欠けるが、計算時間はグッと短縮できる。
ちなみにこれはまだトップと「お団子」のみの処理。サイドとうなじはこれから。

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