Contributor ajz3d Posted May 14, 2015 Contributor Report Share Posted May 14, 2015 Hey guys. If you were to create a fluffy carpet (https://encrypted.google.com/search?tbm=isch&q=fluffy%20carpet&tbs=imgo:1), or other similar fabric that is made out of fibres that stick out from the main surface, then how would you approach it if it was intended for a: 1) short; 2) real-time engine; Let's say you're starting from scratch and you have 3D-Coat and some traditional modelling software at your disposal. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 14, 2015 Contributor Report Share Posted May 14, 2015 Custom alpha for basic sculpting and then paint on the normals for details. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 14, 2015 Contributor Report Share Posted May 14, 2015 (edited) Or start with something simple and start swirl later on , on it. Or something like that (you know what to put here) attachment.php?attachmentid=243522 Edited May 14, 2015 by Michaelgdrs Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 14, 2015 Author Contributor Report Share Posted May 14, 2015 This you would use for 1) or 2)? What about retopologising this sculpture? It looks like it can take a lot of polygons to define the fluffiness (a nightmare to retopo). The second link doesn't show up. I am biased towards using billboards for a RTE, but 3D-Coat doesn't support instances in the Paint Room (PPP), so I probably would have to paint a few source objects in 3D-Coat (planes), and paint their position and orientation over a target plane (that forms the carpet) in some 3D package, or in the engine itself if it supports this kind of operation. Generally, this process feels overcomplicated and involving many programs. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted May 14, 2015 Contributor Report Share Posted May 14, 2015 If you use planes its not complicated at all (engine setup). What i answered in the previous message was for the short , and the retopo for the game engine. P.S Before attachment.php?attachmentid=243522 put http://zbrushcentral.com/ Quote Link to comment Share on other sites More sharing options...
Advanced Member Grimm Posted May 15, 2015 Advanced Member Report Share Posted May 15, 2015 For a short I would use instances (hair or poly) if your app supports it. I have made some very nice looking rugs using Blenders particle system. Although I'm not familiar enough with real-time (game?) engines to give you any advice. Quote Link to comment Share on other sites More sharing options...
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