I finally finished my first humanly realistic character. Skin textures, and hair particles are complete and it renders out nicely in cycles using GPU processing. Now I’m finally starting to rig him. The rigging tutorial advised making sure my character height (z dimension)was approximately 1.8 blender units tall(world units). My character is roughly 28 units tall. When I selected all the objects(body, eyes, teeth, hair, ect) and scaled it all down. The hair became severely distorted and messed up. A short bit of research has given me the impression there isn’t a way to prevent my hair strands from getting distorted when significantly scaling the mesh. My question is: Will leaving my character at his current scale of roughly 28 blender units tall have any real significant impact on render time, or more importantly will it significantly impact the rendering work load on the GPU. I am rendering in cycles. I would much rather create all my remaining characters and buildings and trees and other world objects around my character at his current size rather than re-scaling and spending all that precious time re-doing his hair, eyebrows and eyelashes and Heaven Forbid, all the rest of his textures. The objects I am creating will be used to render static, non animated still shot scenes for a childrens book I’m working on during my spare time and not for any professional use.
Thanks So much for any input.
hm since your not on extreme sizes i dont think it impacts much, it might be easier wit scalling stuff to keep normal human proportions, esp
Thanks Razorblade. I keep pressing forward for now with my character at his current dimensions and update with the results once I get the chance.
Yep, if it’s extreme sizes it will affect significantly, also if you work with volumetric materials you will feel difference even more, to rest try to make for example small cloud and render, and then make big cloud and render that.