I've made a few changes with the lights again, the hair is not longer bleaching out. Dan managed to find a fix for using ambient occlusion with transparency map. Plug an occlusion node into the ambient colour of a white lambert then plug in the transparency map into the lambert. It's not perfect but it's better than having a straight line that needs to be masked out where it should be a frayed edge.
looking pretty neat! colour values don;t seem to distract from throw character anymore :] watch out for his eyes not to look too teary though : ]
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