- aaaand done ... only took like 1&1/2 months ... ez pz (not)
- first 3 images are raytraced renders, wanted to try it with hair for the first time to see how it looks. There's some artifacting in there if you zoom really close, probably could've been avoided if I cranked the setting really high, but my PC was having enough trouble rendering just those so whatever, gotta make do. Honestly it actually looks better in motion, the images don't do it justice. It's actually surprisingly close to photorealistic, considering it's flat realtime hair, if the angle is right and the lighting hits good. Last 2 are more representative to what a more standard game engine will do, so also included those.
- polycount is at a whopping 95k tris and I think there's like 2000 individual alpha cards, give or take, all hand placed, making up the hair. Both count and density is the highest I've made so far by a decent margin. It's bordering on the extreme and I don't imagine I'd go over this anytime soon, unless it would be highly ornamental/curly long hair or something.
- overall very pleased with the results, it's pretty close to how I imagined it would look back when I started. Love the depth and the airy look and as I said before, spinning the model around and seeing it interact with the lights in the scene is gorgeous. Only real nitpick I have is with the bun, it could've been better, but nothing is ever perfect I guess. Next time ... :)
- while the asset itself is done, there is one more thing to take care of before I can put it ingame unfortunately. Last thing left to do is to rebake the textures with slightly thicker hairs. The roots and tips are very thin, close to realistic size, and with the way FO4 handles alphas those would go sub-pixel/invisible immediately resulting in bald spots. I'm probably going to give it a try with these textures too out of curiosity and for shits and giggles but I don't think realistically these can be used in FO4's engine.
Steven Clark
2022-01-21 23:18:49 +0000 UTCChristian Myers
2022-01-17 21:52:43 +0000 UTCSteven Todd
2022-01-17 20:35:27 +0000 UTC