learning wrote:brkurt wrote:joepal wrote:I've made some adjustments of the community repos:
Many thanks! I'm going to be replacing all my hair models with my new 400+ strand design.
What I'd like to see is some sort of compendium of comments. It seems like users have many different goals.
The hyper-realism contingent wants more than most; if we designers are going to meet their needs, they will need to be more specific.
For example, is it really necessary to have diffuse, normal, displacement and bump maps for every contribution?
Some of the comments I receive seem to think so.
How about: anything goes as long as it looks good?
Aye, there's the rub...who decides what looks good? As near as I can tell, I'm the only one submitting hair meshes.
What I've seen of particle hair is sophomoric at best: either straight combed-down or a single ponytail,and worse, it's a Blender-only solution, which means the Maya/Modo/Unity/etc people can't use them.
I'm only interested in creating 3d anime, such as the Clone Wars animations, or my personal favourite the Disney Tinkerbelle movies (whoever writes their scripts has an insane sense of humor).
So for me this is more than enough:
http://www.makehumancommunity.org/clothes/ronda_rousey_blonde_corn_rows.htmlI made it clear that they were only templates, and now I'm going to make good on my promise to upgrade them.
(First I wanted to come up with a Blender method that everyone could use for their own design work, and I've done that).
I believe that Manuel's latest model incorporates the design features we are all looking for, and I for one eagerly await his return. (I've already implemented his new eyebrow and eyelash design approach, and I'm surprised we all didn't use it a long time ago.