So... will we ever see Genesis with a morphing beard? The morphing beard?...

BiakoBiako Posts: 309
edited December 1969 in The Commons

Along with the other z-brush fibermesh items that were set to release?

I keep waiting patiently and nothing's come up after almost a month of patient twiddling :(

Comments

  • Kodiak3DKodiak3D Posts: 0
    edited December 1969

    Rather have dynamic hair...which I understand is coming down the pipe.

  • BiakoBiako Posts: 309
    edited December 1969

    Kodiak3D said:
    Rather have dynamic hair...which I understand is coming down the pipe.

    Dynamic hair only moves around though, whereas the beards would be infinitely useful in terms of creating unique characters :)

  • MKeyesMKeyes Posts: 346
    edited December 1969

    Even though a small real hair beard package came out, I'm waiting for Mech4D's beard and hair package... it'll be worth the wait!

  • BiakoBiako Posts: 309
    edited December 1969

    Mercedesk said:
    Even though a small real hair beard package came out, I'm waiting for Mech4D's beard and hair package... it'll be worth the wait!

    Yeah, exactly. But I thought it was submitted like 3 weeks ago, or almost a month :-S...

    The other beard items are ok, but I'd like the real deal.


    (btw, these smileys are a bit exagerrated. Lol...)

  • SkirikiSkiriki Posts: 4,738
    edited December 1969

    Alessandro's "Look At My Hair" is surely going to blow those things out of water. ;)


    Seriously, check his thread.

  • Zev0Zev0 Posts: 3,578
    edited June 2012

    Skiriki said:
    Alessandro's "Look At My Hair" is surely going to blow those things out of water. ;)


    Seriously, check his thread.

    The question is how well does the hair in this system cope with Genesis when adding a different morph? Do the hairs break or clump if an extreme shape is dialled up? I would like hair done on a basic genesis shape and dialled up into an extreme one and see how the hair reacts. That is the main selling point for me. So far, fibremesh does a fantastic job with this.

    Post edited by Zev0 on
  • SkirikiSkiriki Posts: 4,738
    edited December 1969

    I think you should ask him in that thread. I can't answer that.

  • BiakoBiako Posts: 309
    edited December 1969

    Skiriki said:
    Alessandro's "Look At My Hair" is surely going to blow those things out of water.


    Seriously, check his thread.

    The hair looks fantastic, and that would definitely bring mammalian creatures to life. Specifically my big cats :)... But Cath's hair is more tailored for humanoids, so they're technically if they were available I'd have to get both.

    Actually if the humanoid were a cat person, I'd have to go with Allessandro's first, but seeing as I'm currently making humans, I really need that beard currently sitting on the back-burner :)

  • SkirikiSkiriki Posts: 4,738
    edited December 1969

    Well he did some hair experiments on humans too. :) The pictures are posted later in that thread. :)

  • ragarayragaray Posts: 0
    edited December 1969

    So will Mech4's beard/hair be similar in functionality to Actual Beard, just with more options? Or are they very different in their creation?

  • JoeQuickJoeQuick Posts: 813
    edited June 2012

    ragaray said:
    So will Mech4's beard/hair be similar in functionality to Actual Beard, just with more options? Or are they very different in their creation?

    I would assume that both vendors opened genesis up in zbrush, subdivided it a couple of times, masked off an area and then clicked the grow hair button. Both vendors then probably divided up the mesh zbrush made into different mat zones. Both vendors then likely hid those zones one by one and then used the smooth brush to create shortening stubble morphs and the move or lengthen brushes to create growth morphs.

    They loaded the original unmorphed beard into studio, studio rigged it for them, then they loaded in their various morph targets to shorten and lengthen their beards.

    Post edited by JoeQuick on
  • jade monkeyjade monkey Posts: 111
    edited December 1969

    Joequick said:
    ragaray said:
    So will Mech4's beard/hair be similar in functionality to Actual Beard, just with more options? Or are they very different in their creation?

    I would assume that both vendors opened genesis up in zbrush, subdivided it a couple of times, masked off an area and then clicked the grow hair button. Both vendors then probably divided up the mesh zbrush made into different mat zones. Both vendors then likely hid those zones one by one and then used the smooth brush to create shortening stubble morphs and the move or lengthen brushes to create growth morphs.

    They loaded the original unmorphed beard into studio, studio rigged it for them, then they loaded in their various morph targets to shorten and lengthen their beards.


    :ohh: gee, when you put it that way, it sounds so simple....

    (hey, smileys are finally working for me!)

  • Alessandro_AMAlessandro_AM Posts: 1,540
    edited December 1969

    Zev0 said:
    Skiriki said:
    Alessandro's "Look At My Hair" is surely going to blow those things out of water. ;)


    Seriously, check his thread.

    The question is how well does the hair in this system cope with Genesis when adding a different morph? Do the hairs break or clump if an extreme shape is dialled up? I would like hair done on a basic genesis shape and dialled up into an extreme one and see how the hair reacts. That is the main selling point for me. So far, fibremesh does a fantastic job with this.

    Hi Zev0, so far I tested Genesis with several of the shapes available (also the Gorilla): hairs positions are recalculated properly. It will be interesting to see how the system behaves with other morphs users can come up with, but I believe my math calculations to compute new hair positions after a morph/shape is applied, are correct.

  • BiakoBiako Posts: 309
    edited December 1969

    Joequick said:
    ragaray said:
    So will Mech4's beard/hair be similar in functionality to Actual Beard, just with more options? Or are they very different in their creation?

    I would assume that both vendors opened genesis up in zbrush, subdivided it a couple of times, masked off an area and then clicked the grow hair button. Both vendors then probably divided up the mesh zbrush made into different mat zones. Both vendors then likely hid those zones one by one and then used the smooth brush to create shortening stubble morphs and the move or lengthen brushes to create growth morphs.

    They loaded the original unmorphed beard into studio, studio rigged it for them, then they loaded in their various morph targets to shorten and lengthen their beards.

    And regardless of the method, they looks pretty damn impressive.

    I've been waiting for weeks for the beards to come out but apparently they've all but vanished.

    image_3_3385818.jpg
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    image_2_3385818.jpg
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    image_1_3385818.jpg
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