If you use Aiko 3 and Hiro 3, CDI’s Kioki and Hitoro are must-have products. Kioki and Hitoro are morph packs for Aiko 3 and Hiro 3 respectively. Each pack contains many individually injectable new morphs for the corresponding figure, both body and head. Even though they are individually injectable, there are batch injections included as well, so that you can inject all of the head or body morphs at once. Also included are a huge array of presets that take advantage of these new morphs.
When you are designing your dynamic hair, you need to put special consideration in if you want to drape it or run physics simulations on it. If you just plan on positioning the guide hairs where you want them manually and letting the hair remain static then things are relatively simple because you have a great amount of control. Once, you start running simulations, however, you are loosing control over where the hairs will go to some extent. Therefore, you must set up your hair in such a way as it will behave the way you want when you run that simulation.
The first thing to keep in mind is the placement of your guide hairs. You must place guide hairs all along the edges of your growth region to ensure that anything the hair drapes over will collide with the guide hair before passing through any generated hairs. My previous article on this subject covered the topic, so I will not repeat it all here. The previous article also talked about the
I have recently figured out some key secrets to success in creating dynamic hair in Carrara. Some of these principles may apply to other programs as well. In this article, I will share two secrets for designing dynamic hair that will collide properly with objects during a simulation or draping, thus avoiding the problem of hair going right through objects.
I have spent some time trying to research the best way to create anime hair in 3D, and I am finding that there is not just one answer. In fact, in Carrara, there is not an answer that I like. Let me explain:
There are at least three ways to make 3D anime hair:
All three of the other options start with modeling hair, which can produce a nearly perfect anime appearance, although that is a trick in and of itself. I’m not going to analyze the sort of model structure that works best right now. I’m more concerned with how I’m going to animate it later.
I have been working toward achieving cell-shaded anime in DAZ Studio for some time now. I believe that I have the process figured out well enough to share the knowledge with others. In case you are not familiar with cell-shading, this means rendering a 3D model in such a way that is looks like a (more…)
This is a very short, but terrific animation made by LeafMKII at YouTube, aka Kouken at deviantArt. It was very hard for me to decide whether I should put this in the cel shaded category or the photorealistic category. This is really somewhere inbetween. He lists this as cel shaded on YouTube, but it is (more…)
This is a cel shaded 3D remake of the intro to Ninja Gaiden on the original Nintendo Entertainment System by Henrique Lundeqvist, aka henriqvist on YouTube. This is a remarkable reproduction of a memorable bit of game animation. In fact, it is much cooler than the original, if you ask me. The 3D is not (more…)
This is an amateur parody of both Star Wars and anime, created by Hyun Supul, aka arkadyrenko02 on YouTube. Judging from the comments, I would say its one of those videos you either love or hate, but either way, it is definitely an example of a complete cel shaded 3D anime short. There is a (more…)