They're definitely improving, at least! That's something.
If you read this blog, BlueTabby, I can offer some friendly modeling advice to you:
Don't be afraid to go a little higher poly. Looking at your mesh, I'd say you're at about 2,000 polys, max. That's great for the Sims 2, but I'd say a reasonable hair is now about 5,000 to 6,000. The base structure is fine, but the reason that Peggy and Newsea's hairs are so popular is that they add a bit more dimension by separate chunks of hair from the mass.
I would also brighten up the texture considerably, getting values no darker than 30% gray in your shadows. Your blond model is pretty dingy looking. It may also help to vary your alphas a bit. Don't be afraid to go a bit further into the mesh. Most hair is pretty wispy at the ends, and ignoring that makes your mesh look unnatural.
I think it's great that you're making free hair, and I'm sure in time, it'll be really great stuff.
I tried to mesh edit one of her hairs once (came out meh, never released it because of it's mehness) and she had it pretty high poly, I think it was in the 10,000's.
I've been trying to retexture BlueTabby's stuff but it always turns out borked...
ReplyDelete^ Well this hair is ugly anyway so retexture wouldnt save it. The mesh's structure is just too plain.
ReplyDeleteIt looks better than the other hair's he/she has done anyway, IMO. At least there is some improvement... kind of.
ReplyDeleteWave, yes. Cute, no.
ReplyDeleteIt looks weird where the hair connects with the bangs, and why is the hair trying to eat the sims neck anyway?
They're definitely improving, at least! That's something.
ReplyDeleteIf you read this blog, BlueTabby, I can offer some friendly modeling advice to you:
Don't be afraid to go a little higher poly. Looking at your mesh, I'd say you're at about 2,000 polys, max. That's great for the Sims 2, but I'd say a reasonable hair is now about 5,000 to 6,000. The base structure is fine, but the reason that Peggy and Newsea's hairs are so popular is that they add a bit more dimension by separate chunks of hair from the mass.
I would also brighten up the texture considerably, getting values no darker than 30% gray in your shadows. Your blond model is pretty dingy looking. It may also help to vary your alphas a bit. Don't be afraid to go a bit further into the mesh. Most hair is pretty wispy at the ends, and ignoring that makes your mesh look unnatural.
I think it's great that you're making free hair, and I'm sure in time, it'll be really great stuff.
Gigglesnort.
ReplyDeleteThis looks like my great aunts' hair when we said our final words at her funeral.
^You should have styled her hair better. Being a pretty corpse it's important, js.
ReplyDeleteTL;DR Anon:
ReplyDeleteShe probably can't read that. She's in Korea, and has likely never heard of this blog.
It looks like a cheap, stiff wig.
ReplyDeleteWell it's bar far better than the other stuff she's released.
ReplyDelete^bar far?
ReplyDeleteYour little typo made me giggle, thanks anon.
Lol. This is nice, but it looks borked to me. But Blue Tabby's on the right path.
ReplyDeleteshe improved a lot! see her earlier work. you will know what i mean! still she/he has to do better than this to get people download their stuff:D
ReplyDeleteI tried to mesh edit one of her hairs once (came out meh, never released it because of it's mehness) and she had it pretty high poly, I think it was in the 10,000's.
ReplyDeletedat texture.
ReplyDeleteeh. getting better though by what i've seen at her blog, ngl.