Hårproduktion genom böjning av förtexturerade hårkort: En undersökning av modelleringsmetoder samt design av hår till spel
2020 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE credits
Student thesisAlternative title
Virtual hair production for real-time applications: using curves to modify pre-composited hair-bands : A study on hair modeling and stylng for games (English)
Abstract [en]
Despite the importance of hair for characters in games, the process for creating realistic looking real-time hair is a highly difficult task that can only be performed by a few artists. As the industry is growing so does expectations of games graphics and the need for higher fidelity hairstyles. This paper sets out to explain current modeling techniques for hairstyling, and presents an alternate way for styling haircard models using curve deformers. Our Blende radd-on, based on this method is then previewed by industry professionals to evaluate their perception of the method’s effectiveness based on “control”, “time” and “preference”. Our conclusion is that per wisp curve based controls are easily learnt, relatively quick to use and gives adequate control over each haircard. The method therefore shows promise instream lining artists’ production pipelines. This test serves as a pilot for further exploration of curve based tools for production of real-time hair.
Place, publisher, year, edition, pages
2020. , p. 50
Keywords [en]
Hair Modeling, Realistic hair for real-time applications, Strips, Hair-band, Haircards, Blender, Tools For Digital Artists, 3D production
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:his:diva-18612OAI: oai:DiVA.org:his-18612DiVA, id: diva2:1446370
Subject / course
Media, Aesthetics and Narration; Media, Aesthetics and Narration
Educational program
Dataspelsutveckling - 2D-grafik; Dataspelsutveckling - 3D-grafik
Supervisors
Examiners
2020-06-242020-06-242020-06-24Bibliographically approved