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DAZ研究報告-頭髮系統改良/Daz reserch report-Hair system improve

最近我終於花了一段時間,來處理這個困擾我很長一段時間的問題—角色的頭髮!


如你所知,我理想的畫風都是偏向日系動漫風格的,如何在3D裡還原手繪的畫風一直以來都是我的目標。


外框線是動漫風格中很重要的一環,在3D裡呈現卻不容易,尤其是DAZ,Iray基本上不支援任何外框線的shader,市面上有一些假的toonshader效果都不盡理想。


目前我的角色的外框線是我自己摸索出來的「皮三豆流外框線」,主要是靠Geoshell搭配特製Shader,但這個做法不能支援帶有貼圖透明度的物件,正面角度時也不會產生外框線,我之前的角色的頭髮都無法使用這個方式套上外框線,因此就變成了一種詭異的風格—角色全身都有外框線,只有頭髮沒有。


頭髮可以說是一個人物的靈魂,尤其是動漫人物,理論上是絕對不能馬虎的,但技術上做不到,也只能接受這種有點怪異的風格…


直到最近我突發奇想,為何不乾脆直接在貼圖上把外框線畫出來?

雖然聽起來有點蠢,但實際上真的有效果!


Lately, I’ve finally carved out some time to tackle a problem that’s been bugging me forever—character hair!

As you know, my ideal art style leans hard into that Japanese anime vibe, and nailing a hand-drawn look in 3D has always been my goal.

Outlines are a huge part of the anime style, but pulling them off in 3D is a pain. Especially in DAZ—IRay doesn’t support outline shaders at all, and the fake toon shaders out there just don’t cut it.

My current character outlines are my own hack, the “Pisanto-Style Outline,” using Geoshell with a custom shader. Problem is, it doesn’t work with objects that have texture transparency, and it skips outlines at front-facing angles. So, my characters’ hair couldn’t use this method, leading to a weird style—full-body outlines, but the hair.

Hair’s basically the soul of a character, especially in anime. It’s not something you can half-ass, but tech limitations forced me to live with this oddball style…

Until recently, when I had a wild idea: why not just draw the outlines directly onto the texture?

Sounds kinda dumb, but holy crap, it works!

最近、ようやく時間作って、ずっと悩まされてた問題にガッツリ向き合ったぜ—キャラの髪!

知っての通り、オレの理想の画風はバリバリ日系アニメスタイル。3Dで手描き感を再現するのがずっと目標だった。

アニメ風のキモは外枠線だろ、でも3Dでそれ出すのはマジで面倒。特にDAZ、Irayは外枠線シェーダーなんぞ一切サポートしてねえし、市場の偽トゥーンシェーダーもイマイチ。

今のキャラの外枠線は、オレの自作「ピサント流外枠線」。ジオシェルと特製シェーダー頼みだ。けどこれ、テクスチャの透明度付きオブジェクトには使えねえし、正面アングルじゃ線が出ねえ。前のキャラの髪はこれ使えなかったから、変なスタイルになっちまった—全身に外枠線あるのに、髪だけ線なし。

髪ってのは、キャラの魂そのものだろ、特にアニメキャラ。テキトーに済ますなんてありえねえ、でも技術的に無理なら、変てこスタイルでも我慢するしか…

んで最近、ひらめいたんだよ。なんでテクスチャに直接外枠線を描かねえ?

バカっぽく聞こえるけど、やってみたらマジでイケた!




取消了頭髮透明度貼圖,在貼圖外框線+geoshell外框線的雙重框線加持之下,幾乎所有角度都能完美呈現線條效果。


原本風格不統一的問題終於解決了—!

然而,這個做法之下的頭髮變得非常有存在感,不再能夠用貼圖髮絲打混帶過,需要非常注意頭髮本身模型的品質。


Ditching hair transparency textures and combining drawn outline textures with Geoshell outlines, I’ve got clean lines from pretty much every angle.

The style clash is finally fixed—!

Downside? The hair’s now super prominent. No more cheating with texture strands; the hair model itself has to be top-notch.

髪の透明度テクスチャを捨てて、テクスチャ外枠線+ジオシェル外枠線のダブルラインで、ほぼ全アングルでバッチリ線が出る。

やっとスタイルのバラつき解決したぜ—!

ただ、こいつのせいで髪がめっちゃ目立つようになった。テクスチャの毛束でごまかせねえから、髪自体のモデル品質にクソ気をつけないと。







新系統前後改來改去,花了很多時間,目前還是覺得有一些地方要改…

如果要實裝,全部角色的頭髮都要重做,大概又要再花1周左右:^|


目前還在思考是直接花點時間全部重做,或者把"風信子"完結之後,下一部作品再實裝。

理論上下一部作品再裝或許比較好,但既然已經實驗出來了,就很難無視它啊~


下面放上幾張測試用的女僕醬:^P


Tweaking this new system back and forth ate up a ton of time, and there’s still stuff to refine…

If I go all-in, every character’s hair needs a redo—probably a week’s worth of work:^|

I’m torn between biting the bullet now or waiting until after wrapping up Hyacinth to roll it out in the next project. Waiting might make more sense, but now that I’ve cracked this, it’s hard to ignore~!

Below are some test shots of Maid-chan:^P

この新システム、弄りまくって時間食ったし、まだ直したいとこもある…

本格導入なら、全部のキャラの髪をやり直しだ。たぶん1週間くらいかかるな:^|

今すぐ全部やり直すか、風信子完結後に次の作品で導入か、迷ってる。次でやる方が賢い気もするけど、実験成功しちまったから無視すんのキツイぜ~

下にメイドちゃんのテストショット貼っとく:^P











DAZ研究報告-頭髮系統改良/Daz reserch report-Hair system improve DAZ研究報告-頭髮系統改良/Daz reserch report-Hair system improve DAZ研究報告-頭髮系統改良/Daz reserch report-Hair system improve DAZ研究報告-頭髮系統改良/Daz reserch report-Hair system improve DAZ研究報告-頭髮系統改良/Daz reserch report-Hair system improve

Comments

改良改起來:^P!

PISANTO🌾皮三豆

不错的尝试,但是还需要改良一下才能更完美

吴冠磊

oh i see, i think we need time to adapt to new things, you just do what you like

Death

確實有些地方需要改良~後髮這種髮量很多的捲髮,用線條就太搶眼了 風格調整是最難的:^|

PISANTO🌾皮三豆

Need more adjustment, but line art is important especially for comic

PISANTO🌾皮三豆

Make characters look 2D is my goal though :^P, but I get it, it need some balancing

PISANTO🌾皮三豆

质感很强,很有漫画感。可能不是每个观众都喜欢,但重要的是技术的积累更丰富了~

kevinzuest

Because you're designing a 3D model, the new hairstyle makes the character look 2D. In a 3D character, their hair or physique shouldn't need such sharp outlines, and your designs up until now have been excellent. However, I also highly commend your effort and constant striving to improve and be better

Death

I'm sorry, I feel the same way as everyone else. The old style looks better. The current style has too artificial lines. This creates a sense of incompatibility. By the way, I can't wait for the sequel to Hyacinth. Please complete it soon. Stay healthy and always happy

chatank11

Yes it's very tricky, sometimes looks like improvement but not, need more test :^|

PISANTO🌾皮三豆

看來還需要更多的改良,或者採用折衷方案,用原始的頭髮+些微線條:&|

PISANTO🌾皮三豆

不依靠貼圖的話,很仰賴原本模型的完成度:^|

PISANTO🌾皮三豆

I see, it's need some more adjustment :^|

PISANTO🌾皮三豆

In the days of Poser 4 and Poser 5, when the hair of a character was pretty much the same of that of Woody in Toy Story, 3D Comic Artists had to settle for this method: Painting the hair with Photoshop. And that made it dependant of the drawing skill of the artists, and as you have realized, VERY time-consuming. I also think that the Manual Outline technique makes it too "Noisy". It would be better for the most triumphant pages of the comic, the ones you really want to get noticed above the others. Just as a 3D Movie "Turns off" the 3D effect, just for reactivating it later for shock value.

moya69

讲真的 你别生气 新头发一柳一柳的 反而看着很怪

KSDD

新款式的头发好像有点线条感太强了,感觉有点突兀

I'm sorry, but I think the original looks better

Death


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