

If I get the way you want to go through is using a very dense but very dense one to make your hair like popping up spikes.I never used such a density. In Zbrush (somehow it can be done in blender too) I'd help myself also with some displacement map to give the painted textue more faked irregularities. It's easy to get that like when you add some noise as alpha to an object that you want to make look old and rusted or like an old stone. What I suggested there, is a way to get a ball that would look like that one proposed in the pic with an irregular surface to look fuzzy furry ball like that one proposed in the photo, say like a peluche bear or a peluche ball like in that photo. That's due to limits of SL rendering engine as you know. No,Zak, normal map couldn't fake true hair popping out from surface,as you already know, say hair the way you'd get using maya Zbrush, blender or any other 3d program hair system. (I'm coming back from a long "break" of SL and these Normal/Specular maps are kinda new to me weren't here when I "left" almost 11 months ago) Another example are some flexy prim skirts, with several layers arranged one over the other.īut I'll try the normal map in SL! I haven't played enough with it yet. If you don't understand what I mean -because of my English-, I would do it like the "old" prim hair were/is done : Sculped prims (my base mesh) + flexy prims (faces/polygons arranged around it). Well, I would do the modeling of the base geometry, lets say "the ball" with normal map applied and then, I would add lot of faces arranged along/around it, with the hair texture (+ alpha map for transparency).
#BUNNY FURRY MODEL 3D BLENDER DOWNLOAD PC#
I repeat: have to test it (I'm not in my PC right now). Lets say I have a ball and I want it to have a "hair", 2 cm long (or more), perpendicular to the surface of the sphere.ĭoes the normal map alter the geometry of the surface in a way that you do see the hair popping out of the surface?īecause I thought it would only add the "illusion" of bumpiness, but if you look at the surface, it would be smooth, with no hair popping out. I use ZBrush too and I understand that you would use the normal map exported from it in SL to generate or simulate the fuzziness? Right? One question (I didn't test it yet but one of my future projects will have these sort of detail):
