Book Image

CryEngine Game Development Blueprints

Book Image

CryEngine Game Development Blueprints

Overview of this book

Table of Contents (22 chapters)
CRYENGINE Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Baking the fur and alphas


To make the fur, we have to transfer the details from the highpoly hair system we created in Zbrush to a selection of UVed polygon plains that will enable us to create the impression of hair when laid out. To do this, we first take our hair system in Zbrush and create a group of variations. The steps are as follows:

  1. Inside Zbrush, we create a primitive plain and draw a circular mask. This will allow us to grow our variations.

  2. Once we have the variations, we need to export them to Maya as .obj files. Before we do this, we need to make sure that each variation has UVs applied. This can be done by going to the UV rollout and clicking on FiberUV. This will lay out the UV in a 0 to 1 form so that we can apply a simple gradient for the hair color.

  3. Once we have the highpoly meshes in Maya, we need to organize them into a single row, keeping space between each cluster of hair. We also need to create and align a set of polygon plains and assign and layout UVs for them.

  4. Once...