Designer stubble…

First post of 2013 and it’s an update to that old man’s head sculpt I was working on, specifically some facial hair. This is a first pass at the hair (using the MR prim type from 3DSMax native Hair and Fur system) and still has a long way to go. For me, the nice thing about using the MR prim is that it is not a post effect, the hairs render at render time and can easily be incorporated into a Fresnel, ambient occlusion or zdepth render pass. There are jaggy shadow artifacts but I’ll be moving to MR shadow maps for the final render which should help eliminate those. In the images below you can see a test render and the low poly geometry I used to generate the eyebrows, moustache and beard stubble.




~ by petemcnally on January 9, 2013.

3 Responses to “Designer stubble…”

  1. You better finish this before the old guy dies!! He looks even worse off than the old man at Portmagee on New Year’s Day! Lovely work, as always.

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