After dealing with hair under many different aspects in our previous posts, this time we have decided to make some experiments ourselves, so we tried to create some good hair simulation with two different software, Blender and Autodesk Maya, with the intent of comparing their results and performances. (as you can see in the table below).
In this how to we are going to analyze the pipeline of a character creation. Starting from the concept we will show the main steps to achieve a simple 3D animation, passing through modeling, texturing and rigging. In this particular case we didn’t build a concept from scratch, since we were inspired by bam bam, a funny character from the flinstones cartoon. Continue reading
Previously we focused on the integration of CG generated furry creatures in the real world; now we are going to move from fur to hair, discussing the importance of it, starting from japanese and traditional animation, passing through CG milestones of early 2000 and ending with latest movies like Rapunzel, Brave and Frozen that represented great challanges not only for animators, but even (and maybe primarily) for scientists and engineers.