I've got an external brief coming up for my next unit in uni, and I have a few questions. Basically, I have to model, rig and animate a cat, a realistic one. It's for a short music video, so he'll do catty stuff as well as more human dancing etc. That will be tough in itself. We were originally going to go with maya fur, but I think that too much for me to learn on top of everythihng else in the 8 week unit. So, does anyone have any good tips about making good looking "feux maya fur" (haha) using normal geometry, like they would in games I suppose. Does anyone have any tricks, tips or general guidelines? Thanks,
i dunno if you have the ice age dvd (the first one) but they talk a bit about that in the bonus, they use extruded planes from the geometry if i remember corectly, there also is a tutorial on 3d total that shows how to make feathers for a cartoon bird, you could have a look at that...
although it might be simpler doing it this way, you're not goint to get realistic results... if i'd be you i'd spend a day or two on hairs trying to figure things out, and see if it would take you long to apply it to your cat model...
It also depends how far away the camera will be from the cat. If the cat's the focus and the camera is down low pretty much on the ground right up to the cat, then it will need a decent amount of realism + detail. If the camera is up from human perspective and a distance away from kitty then you could probably get away with cheating.
A method you might want to look into is where you have a heap of planes adjacent to the skin with an alpha'd fur texture on it. Depending on detail you can have big planes that wrap round with clumps of fur, or thin planes with a few strands and then use heaps.