REAL Hairy WIP [Commercial]

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Comments

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Lets try this again. alken was right....I forgot the data folder. Hopefully this will fix it.

    Unzip to My Library:

    http://mikeyftl.deviantart.com/art/REAL-Hairy-Free-441011131

  • alkenalken Posts: 270
    edited December 1969

    Sorry to say, it's still not working:

    0000_3-17-2014.jpg
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  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    alken said:
    Sorry to say, it's still not working:

    I think I ate a brain tumor for breakfast this morning. That's the wrong file path. Uno momento.

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Third times a charm.

    Unzip to My Library:

    http://mikeyftl.deviantart.com/art/REAL-Hairy-Free-441011131

  • alkenalken Posts: 270
    edited December 1969

    Yes indeed, playing now.

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    alken said:
    Yes indeed, playing now.

    Great. Look forward to seeing a few renders.

  • alkenalken Posts: 270
    edited December 1969

    This is fun...now I need some nipple hair and a treasure trail to balance it out. lol

    111.jpg
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  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    alken said:
    This is fun...now I need some nipple hair and a treasure trail to balance it out. lol

    That'll cost ya. Heheh.

  • Eustace ScrubbEustace Scrubb Posts: 2,720
    edited December 1969

    alken said:
    This is fun...now I need some nipple hair and a treasure trail to balance it out. lol

    There's nipple hair on ShareCG...
  • islandgurl31islandgurl31 Posts: 250
    edited December 1969

    Thank you MikeyFTL :-).

  • SorelSorel Posts: 1,412
    edited December 1969

    Octane tested and approved!

    hair_test.png
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  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Wow! I'm impressed. I can't wait to see these models fully furred.

  • Silas3DSilas3D Posts: 740
    edited December 1969

    Here's my Reality/Lux one:

    bodyhair.jpg
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  • MikeyFTLMikeyFTL Posts: 367
    edited March 2014

    A touch of glossiness goes a long way.

    Post edited by MikeyFTL on
  • TimbalesTimbales Posts: 2,423
    edited December 1969

    this translates very well to Genesis, too (via G2M shape for Genesis)

    hairtest2.jpg
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    hairtest.jpg
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  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    tigerste said:
    Here's my Reality/Lux one:

    Nice. Renders like that make me want to double my efforts to get this into the store ASAP.

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    TimG said:
    this translates very well to Genesis, too (via G2M shape for Genesis)

    That's good to know. I wouldn't want to leave anyone out. Curious if anyone managed to get it to play nice with M4.

  • RAMWolffRAMWolff Posts: 10,352
    edited December 1969

    What are your glossiness settings?

    Are you going to included hair color and other settings to make it good right out of the box for those that don't like to fiddle too much??

  • MikeyFTLMikeyFTL Posts: 367
    edited March 2014

    RAMWolff said:
    What are your glossiness settings?

    Are you going to included hair color and other settings to make it good right out of the box for those that don't like to fiddle too much??

    50% glossiness. I've addressed most colors with the freebie under Materials, including a few silly ones like green and blue. There will be low, medium and high glossiness presets as well.

    As I start to play with light and shadows, I'm starting to notice the render times getting longer for obvious reasons. DAZ3D seriously needs to add object exclusion as a future light setting. Applying shadows to every single hair is a-lot to ask of our machines and in most cases unnecessary.

    Post edited by MikeyFTL on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    MikeyFTL said:
    RAMWolff said:
    What are your glossiness settings?

    Are you going to included hair color and other settings to make it good right out of the box for those that don't like to fiddle too much??

    50% glossiness. I've addressed most colors with the freebie under Materials, including a few silly ones like green and blue. There will be low, medium and high glossiness presets as well.

    As I start to play with light and shadows, I'm starting to notice the render times getting longer for obvious reasons. DAZ3D seriously needs to add object exclusion as a future light setting. Applying shadows to every single hair is a-lot to ask of our machines and in most cases unnecessary.

    Send a note to AgeofArmor...I think you can set up products to be compatible with the AoA advanced lights to do things like that. It would be a big plus for this if it was set up to take advantage of the speed increases that can be obtained from the advanced lights.

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    mjc1016 said:
    MikeyFTL said:
    RAMWolff said:
    What are your glossiness settings?

    Are you going to included hair color and other settings to make it good right out of the box for those that don't like to fiddle too much??

    50% glossiness. I've addressed most colors with the freebie under Materials, including a few silly ones like green and blue. There will be low, medium and high glossiness presets as well.

    As I start to play with light and shadows, I'm starting to notice the render times getting longer for obvious reasons. DAZ3D seriously needs to add object exclusion as a future light setting. Applying shadows to every single hair is a-lot to ask of our machines and in most cases unnecessary.

    Send a note to AgeofArmor...I think you can set up products to be compatible with the AoA advanced lights to do things like that. It would be a big plus for this if it was set up to take advantage of the speed increases that can be obtained from the advanced lights.

    I guess I can just set the Diffuse to 99% on all the parts and anyone who uses AoA can adjust their light settings accordingly.

  • NadinoNadino Posts: 258
    edited December 1969

    Thanks Mikey for the sneak peek! :)
    I don't have anything to show off yet but I am having fun playing with the polygon visibility.
    I think it was something you suggested early on in the thread to help with clothes...

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Nadino said:
    Thanks Mikey for the sneak peek! :)
    I don't have anything to show off yet but I am having fun playing with the polygon visibility.
    I think it was something you suggested early on in the thread to help with clothes...

    No worries. I have a feeling a-lot of people are going to be learning about the Polygon Group Editor Tool when this gets released. I don't think I've ever used the Building/Scripting tab until now.

  • LindseyLindsey Posts: 2,008
    edited December 1969

    The chest hair thickness was changed to 20% allowing it to blend in with the Sulaiman hairy texture. Thanks for the sneak peek too. Looking forward to the complete product!

    Sulaiman_Hair_Test_01.jpg
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  • Silas3DSilas3D Posts: 740
    edited December 1969

    MikeyFTL said:
    tigerste said:
    Here's my Reality/Lux one:

    Nice. Renders like that make me want to double my efforts to get this into the store ASAP.

    Wow, thanks for the lovely words! This is going to be an awesome product.

  • MikeyFTLMikeyFTL Posts: 367
    edited March 2014

    I little dose of Reality.

    REAL_Hairy_free.jpg
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    Post edited by MikeyFTL on
  • vwranglervwrangler Posts: 4,973
    edited December 1969

    MikeyFTL said:
    RAMWolff said:
    What are your glossiness settings?

    Are you going to included hair color and other settings to make it good right out of the box for those that don't like to fiddle too much??

    50% glossiness. I've addressed most colors with the freebie under Materials, including a few silly ones like green and blue. There will be low, medium and high glossiness presets as well.

    As I start to play with light and shadows, I'm starting to notice the render times getting longer for obvious reasons. DAZ3D seriously needs to add object exclusion as a future light setting. Applying shadows to every single hair is a-lot to ask of our machines and in most cases unnecessary.

    You can use Ubersurface shader (comes with Studio) as the default shader with the materials rather than Daz Studio Default, and set it to have occlusion and raytracing turned off. That will help a lot, as long as the character isn't in a situation where the hair needs to reflect.

  • FistyFisty Posts: 3,416
    edited March 2014

    vwrangler said:
    You can use Ubersurface shader (comes with Studio) as the default shader with the materials rather than Daz Studio Default, and set it to have occlusion and raytracing turned off. That will help a lot, as long as the character isn't in a situation where the hair needs to reflect.

    (you won't have the "!" before shader presets, I've moved my content around)

    HairSurface.jpg
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    Post edited by Fisty on
  • DamselDamsel Posts: 391
    edited December 1969

    I hope the production on this is going well. I keep coming back hoping to see it in the store. :)

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Damsel said:
    I hope the production on this is going well. I keep coming back hoping to see it in the store. :)

    Production is still going as planned. There are currently 20 different body hair modules for almost every body part, and with each one there are length, thickness, wetness and clump morphs that are almost completed. I am in the process of importing them into DAZ3D, making icons and sliders and testing.

    I hoping to have it in the store in about two weeks. I have yet to read up on the process of submitting a product to DAZ3D, so I'm hoping that will go smoothly. I will post a pic of all the modules that will be included in the package shortly.

    I also created a few x-rated add-ons (both front and "rear") that probably can't be sold on DAZ3D. I will probably post them on devientart since renders of these "areas" are forbidden on DAZ3D.

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