technonaturalist

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particle hair

September ProgBlog #2: new hair

Not sure what has been going on with Manjaro or whether it’s just my sense of time that’s been warped, but there seems to have been a longer than usual period between updates. I’ve been waiting for Blender 3.3 for a while as that has the new hair system in it, but Manjaro refused to update. I found out at some point during these shenanigans that the new hair system was actually in 3.

September ProgBlog #1

The completionist in me is somewhat annoyed that I didn’t get the September Powerbee. I must have done it too early in the morning or something stupid like that (I did it around the same time as I usually do but my “around” tends to be an hour or so). Oh well. My parents have been over and seem to have decided to do a lot of tours this time round (probably because an uncle and his family are also over), and invited us out on a number of them.

August ProgBlog #3: particle feathers and hair, oh my

I think I’ve finished the first light and shadow layers for the Eladrin. It went pretty quick, I don’t know how long it actually took as while Toolsday is the day for it, there was a bit going on. I was talking to Sprat about having difficulty with feathers (because I’m trying to do Zara’s head feathers better) and that I didn’t have a feather generator. Then it occurred to me to see if one existed and apparently one does.

July ProgBlog #3: haaaaaaaaaair

the title partially comes from when 17yo was a baby and said pretty much that as I think he was trying to figure out the h sound I successfully crunched a lot of roleplaying notes and even got a decent start on a couple of major npcs (I only write character sheets for major npcs, everything else gets made up on the fly as I need it) and…game on Sunday didn’t happen as one player was working (which we knew about) and the other one had a family thing on (which we found out when we pinged them to let them know we were going to be starting soon).

July ProgBlog #1

After last progblog I decided to break from doing the Avian model and work on the Dragonkin one for a bit. First level of panic was that the proportions were really different. That calmed down very quickly when I remembered…I only need the wings and everything in that area was proportional enough. I technically do need the tail but I could just pull that one out if the existing one wasn’t in the right spot and given the different topology of both models it may end up in a slightly different spot anyway I then took another deviation as apparently my base models did not have basic textures applied like I thought they had, so I did that with the ones I had already done.

June ProgBlog #1: There was a gap

In that gap was a slightly unexpected new puppy (which I wrote a bit about in the homeschool miscellany and covid (not worth the ridiculously excessive fuss and the frantic stripping of as much freedom as possible in that space of time that was made of it, wouldn’t recommend the headache though). And then there was me figuring it wasn’t worth the blog because there hadn’t been much prog and trying to manage that and consistently failing as other things kept happening (not least of which comp season started).

May ProgBlog #1

Decided to try particle feathers following this tutorial on BlenderArtists. Got about this far in and realised that I will likely need different mapping on each side because of how the particles are distributing. Tried a cheap and dirty method I’ve used before in a hurry, and it only looked slightly better now than it did then and only because I had slightly better understanding of the settings. Once more one side is oriented the way I want but the other side isn’t.

April ProgBlog 3: The Infernal Hair Continues

I thought I was on my last attempt. I was going to try a few more things, and then give up and make a million curve guides again and down the line nut out soft body on curves (I probably need to nut it out anyway). The problem I was having was that it seems that regardless of whether or not the emitter (the entire character model in this case) was set to be a collision object or not, the hair would clip straight through it when I got it to drop.

April ProgBlog #2: INFERNAL HAIR

I feel like it’s an eternal struggle getting hair settings right. Sometimes what feels like a slight movement in your hand makes for a huge settings change. So it’s generally a good idea to hold shift (which scales everything up so adjustments are a lot more gradual). Then I have these issues of why is it like this and why are there random patches of hair. Or why it looks like it should work in particle edit mode but in object mode it looks completely different (with or without hair dynamics).

April ProgBlog #1: speaking of ridiculous things

Poor Gundry is copping a lot of flak for his amazing hair. I was hoping that Blender 3.1 would have better hair physics (or at least actually emitter deflect) and I would be able to let it flop and bake before attempting to style it but no such luck. Unfortunately Blender crashed before I could get a screenie of the pathetic wispy hair that happened in one of my render tests before I remembered to change the hair settings (had accidentally set them to the very thin settings I use for eyelashes and eyebrows), so here’s a shot of unstyled luscious locks.