Hi guys,
this is a work to test out a method I’ve been working on in the past few weeks, the Automatic Envelope extraction for hair simulation method. I really love artworks with solid sculpted hair strands and I wondered what it took to convert each of those meshes from ZBrush into something “functional” like guides for hair simulation. So I wrote down a bunch of programming lines.
I haven’t created anything in CG for quite a while, so this algorithm gave me a reason
The final pass:
The model as it comes out from ZBrush:
The break down with the splines generation:
Always having fun while using this shiny gem of ZBrush, this time I used the maquette approach, switching to 3ds Max for posing (<-rigging) and rendering. Used Ephere’s ornatrix for the hair sim. Below the whole pipeline:
Regards,
ianovir