My kid created a comic strip about cats, I’m trying to model some of the characters.
One is the Mayor of the Town - Max A. Million. Here is what I’ve got developed so far.
I’ve included a rendered image, along with the wire frame view.
My kid wants me to create a longhaired cat because the character is based off a Grey long haired cat we named Max. I tried a particle system and got the Ewok looking head in the other image. It took way too long of a time rendering. (Hair particles seem to bring my older computer to its knees it would appear.)
After looking at the results, I don’t think a hair particle system is appropriate for this style any way.
If anybody has a suggestion on how to make a long haired cat I’d love the hear it.
Some of the suggestions I have are to make the head rounder, to add definition to the arms and legs, and to make the ears larger as well. The model seems so…square. Try rounding it a bit. I like the idea!
I tried another way to make Max look like a long haired cat. I extruded out several bumps to simulate hair clumped together. (Sorta in the way Sonic the Hedgehog has his hair. I’m not sure I like it, but I thought I’d throw it out for comments.
My kid really didn’t like my bumpy head approach, so I revisited particle hair. It has a clumpy effect I don’t like. The particle system was set to 6000 hairs with each hair having 50 children. Should I reduce the children count?
Whattup Soggy! Listen to those kids man, they will be your best critic. The truth is character modeling (especially ones with fur) is one of the hardest parts of this biz. It takes time, patience and skill. Getting fur to look good… that takes a pro. There is a reason that Pixar and Dreamworks have “Hair and Fur” departments and dedicated specialists that just work with hair…it’s hard. I am telling you this to encourage you, it is possible for you to do this and get good results, but you are going to need to play with things for a long time. The characters in BBB have millions of hairs, several different particle systems too for layers of hair (I would expect, not certain but this is what pro studios do) I usually use 100 children so 50 is no problem. there are controls for clump in the particle settings, also look at rough, and brownian motion. Seriously though, hair is the absolute last step in your production, get that character looking good with just some basic textures and good modeling…then work on clothes and hair. Just my two bits.
I spent some time rigging MAX and got it pretty good as far as I can tell. I never applied a cloth modifer to his Jacket or tie, a was worried that it might look too stiff that way. However, when I was testing out moving his shoulders, I liked how the jacket moves around his neck.
[ATTACH]101763[/ATTACH]I was messing around - decided to put Max in a laboratory setting - kinda like where I work. My kid told me to make him more gray.