Jepe's Bodyhair Project 78

I didn't see a forum post for this, but I wanted to pass along an endorsement of this new product from Jepe. 

It's fantastic! Super easy to use and super easier on GPU resources, as well. And it looks as good -- nay, BETTER -- than fibermesh body hair. 

So... Thank you, Jepe!!!

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Comments

  • ZippyGuitarZippyGuitar Posts: 849
    Yes, I really love this product. I have a strong feeling this will be replacing all the fibermesh body hairs on my characters. There has been a huge reduction in resource consumption in the few tests I've done. The options he's provided are amazing but then Jepe never disappoints.
  • HylasHylas Posts: 5,070

    Could someone post some renders that show off the armpits?

    I've been using Hair Set for G8M so far, which is fine, but inexplicably doesn't have armpit hair.

  • AlmightyQUESTAlmightyQUEST Posts: 2,005
    There were a couple threads talking about it, but didn't have the product name in the title. When I'm not on my phone I will link them if someone else doesn't first.

    I love the product. Don't have a good render of the armpits yet, will try to get a render tonight. I will say the CC Shave This had pretty good armpit hair that sticks out, so depending on your needs combining the two might be a good effect.
  • AlmightyQUESTAlmightyQUEST Posts: 2,005

    Ok, a few examples of the armpit hair here. As a note, when I first loaded these I was worried about how they would turn out, because I forgot how much the armpit stretches the textures. As it turns out, they still look good in my opinion!

    armpit_hair_test_01a_L10.png
    1200 x 900 - 2M
    armpit_hair_test_04a_06a.png
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    armpit_hair_test_L01_05.png
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  • jepegraphicsjepegraphics Posts: 884
    edited March 2019

    Just to add my 2 cents - @Leonides02 - thank you for your kind words, it's very much appreciated!

    @GlenWebb - Bodhair Project 78 never was meant to be a replacement for fibermesh, but it can often do the job as well actually. But let's face the truth, it is not 3 dimensional, it's 2d texture based.

    And that brings me to some weak points - armpit hair, well it is always difficult for hair in that area laugh, I didn't want to miss it out completely so I risked it, it is not perfect and the texture stretching with raised arms is more than noticable. In addition it's placed across the texture zone's seams torso/arms, variations weren't possible although I'd love to have some more. The same with back hair, I left it for one variation because of the seam in the middle and no hair for all the others.  

    Last but not least - @AlmightyQUEST - thank you for your support and help and your kind words. Good to have you! heart

    Attached is an image I made today using G8M with Olli 8 skin and of course a bodyhair geometry shell. Will post the full render tomorrow in my DeviantArt gallery, where you can also find a free Dicktator Addon for BH78 btw. wink

    G8M-Ollie-01FB.jpg
    1000 x 469 - 294K
    Post edited by jepegraphics on
  • Leonides02Leonides02 Posts: 1,379

    Just to add my 2 cents - @Leonides02 - thank you for your kind words, it's very much appreciated!

    @GlenWebb - Bodhair Project 78 never was meant to be a replacement for fibermesh, but it can often do the job as well actually. But let's face the truth, it is not 3 dimensional, it's 2d texture based.

     

    To me, in most renders, your product actually looks more realistic. 

     

  • jepegraphicsjepegraphics Posts: 884
    edited March 2019

     

    To me, in most renders, your product actually looks more realistic. 

     

    Thank you again! blush It maybe has something to do with that fact that my painted bodyhair follows the natural growing direction of human male bodyhair, there are areas where the direction is parted - in the middle of the chest for example, there are even swirls often -  or a bit down below the navel, also on arms and legs - most 3D fibermesh hairs completely ignore the direction it's growing, maybe it's technically not possible, what do I know, but therefore it always looks a bit wrong IMO. Fact is also that a lot of customers don't care so much for such details and it is ok - but some do and I do. cheeky

    Post edited by jepegraphics on
  • HylasHylas Posts: 5,070

    the armpits look pretty good... between that and the dicktator add-on, I think you've just sold me on this product :)

  • McGyverMcGyver Posts: 7,066

    I thought you guys were collecting body hair for something. Like those projects where they collect long hair for sick people.

    I figured it was for Sasquatches that went bald prematurely or something.

    I guess I should of read the actual post and not just the title before I shaved myself... oh well... it’ll be back in a few hours... 

    Well, if anyone needs a barrel of body hair for fake mustaches or insulation, I’ll hold onto it for a few days before I give it to the possums for nesting material.

    Well... Cheers.

  • ZippyGuitarZippyGuitar Posts: 849

    @GlenWebb - Bodhair Project 78 never was meant to be a replacement for fibermesh, but it can often do the job as well actually.

    I understand that, Jepe. My point is it has so far saved a lot in the Geometry consumption area which is more of an issue for me than texture sizes. I'll still use fibermesh but love using a less resource consuming replacement if it's available. When a character has fibermesh brows, fibermesh lashes, fibermesh hair prop, fibermesh body hair, etc., Geometry consumption is off the charts. I've already removed most fibermesh lashes from my characters. I think they're best used in portraits which I don't do.
  • To be honest, after the fibermesh hair appeared more and more as "the" solution to everybody, I thought my concept of using geoshells with painted on hair could be dumped and would not have a use anymore. On the other side, a lot of people and customers don't really work on new and shiny computer machines and resources are limited - you need the character, the skin, the hair and clothes, the environment and lighting - a geoshell indeed adds not so much to it as fibermesh would do. It is an argument.smiley

  • Oso3DOso3D Posts: 15,045

    I think there's room for many different tools suitable for different purposes.

    Like, volume clouds are nice, but it's also useful to have card based cloud/mist, and Distance canvas as an option to do it as postwork.

     

  • missuskissesmissuskisses Posts: 918
    edited March 2019

    To be honest, after the fibermesh hair appeared more and more as "the" solution to everybody, I thought my concept of using geoshells with painted on hair could be dumped and would not have a use anymore. On the other side, a lot of people and customers don't really work on new and shiny computer machines and resources are limited - you need the character, the skin, the hair and clothes, the environment and lighting - a geoshell indeed adds not so much to it as fibermesh would do. It is an argument.smiley

    I love the realism your product brings for the reasons mentioned above (hair directions, etc.), and while I haven't finished any renders yet, my plan would be to use a combination of your geoshells with some fiberhair where we would expect to see some dimensionality, such as hair poking out beyond the silhouette of the body. Thank you for providing such a valuable product!

    Post edited by missuskisses on
  •  

    I love the realism your product brings for the reasons mentioned above (hair directions, etc.), and while I haven't finished any renders yet, my plan would be to use a combination of your geoshells with some fiberhair where we would expect to see some dimensionality, such as hair poking out beyond the silhouette of the body. Thank you for providing such a valuable product!

    Ha, you need a little better computer machine but THIS is of course the best solution, the combination makes it. heart Thank you for your kind words! 

  • alkenalken Posts: 263

    Jepe, thanks for bringing your kind of hariness to Genesis 8!  Here's The Brute 8 with your hairy geoshell along with Shave This on the arms and legs.  I also converted one of your M4 skins to G8M. 

     

    hairy brute 8.jpg
    876 x 1080 - 399K
  • alken said:

    Jepe, thanks for bringing your kind of hariness to Genesis 8!  Here's The Brute 8 with your hairy geoshell along with Shave This on the arms and legs.  I also converted one of your M4 skins to G8M. 

     

    Thank you for this very cool render, let's hope it can stay here, it shows that shell and fibermesh don't need to be enemies. cheeky

  • nicsttnicstt Posts: 11,715

    G8F could use a similar product; the body and facial hair is more subtle, but greatly adds to believability.

  • nicstt said:

    G8F could use a similar product; the body and facial hair is more subtle, but greatly adds to believability.

    I agree that female items outsell the male ones by far, but in this case I really doubt it. laugh

  • CybersoxCybersox Posts: 9,085
    nicstt said:

    G8F could use a similar product; the body and facial hair is more subtle, but greatly adds to believability.

    I agree that female items outsell the male ones by far, but in this case I really doubt it. laugh

    Not at THIS site, anyway.  At Rend___tica, might be the other way...

  • LinwellyLinwelly Posts: 5,981

    Just on a sidenote you can help the hair getting a bit more crisp with adding the displacement map to the bump channel as well, plus it makes sense to add the translucency maps as well to the glossy channel, this avoids having shiny artefacts at odd places. I found this usefull when you get a little closer to your figure.

    But the main thing is that I love this hair :D

  • InkuboInkubo Posts: 745

    @jepegraphics, this may be a super-dumb question, but... Can geoshells use different UV maps than the main figure? If so, couldn't you make your own UV's for body hair that lay out the seams in more natural locations?

  • Inkubo said:

    @jepegraphics, this may be a super-dumb question, but... Can geoshells use different UV maps than the main figure? If so, couldn't you make your own UV's for body hair that lay out the seams in more natural locations?

    It's actually a good question - and yes, geometry shells can take different UVs that are independent from the main figure - and yes, theoretically I could use own UVs, if then I would be able to create some - but I'm not unfortunately. surpriseblush

  • Oso3DOso3D Posts: 15,045

    Hehheh

     

    Leuanne.jpg
    1300 x 1000 - 170K
  • LinwellyLinwelly Posts: 5,981
    Oso3D said:

    Hehheh

     

    I was thinking into the same direction... ;)

  • PsyckosamaPsyckosama Posts: 495
    Oso3D said:

    Hehheh

     

    Now please explain exactly how you did that please... O.O

  • LinwellyLinwelly Posts: 5,981
    Oso3D said:

    Hehheh

     

    Now please explain exactly how you did that please... O.O

    Oso probably used the UV switch male<-> for that I know its available for the g3 generation, not sure about g8

  • PsyckosamaPsyckosama Posts: 495

    I'm trying to get a salt and pepper bodyhair effect. Any idea how to pull it off?

  • L'AdairL'Adair Posts: 9,479
    edited March 2019

    I'm trying to get a salt and pepper bodyhair effect. Any idea how to pull it off?

    Do you own any of RedzStudio's hair products? She includes texture maps for "Salt and Pepper" hair. You could try plugging one of those maps into the Base Color of the GeoShells. See what happens.

    Post edited by L'Adair on
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