I'm looking for a sheep dog!

Anyone seen an Old English Sheepdog anywhere.

Comments

  • Catherine3678abCatherine3678ab Posts: 8,408

    Anyone seen an Old English Sheepdog anywhere.

    There are a couple at Turbosquid.com.

  • Bunyip02Bunyip02 Posts: 8,827
    edited July 2020

    Will this one do ?

    Sheep Dog 1.png
    1002 x 744 - 1M
    Post edited by Bunyip02 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,625

    looks like a project for @Oso3D

  • Oso3DOso3D Posts: 15,047

    Man. Trying to do that much fur without melting your computer to slag would be... tough.

     

  • I think I have a Mop in my Library. LOL.

  • Oso3D said:

    Man. Trying to do that much fur without melting your computer to slag would be... tough.

     

    I'll take your word on it, you're the fur expert. 

    To answer the OP, Adam Thwaites/Most Digital Creations has a number of free dog breeds (and other animals) but they are Props. Not sure if he has a sheepdog, but worth looking if a prop would work for your project.

  • SpottedKittySpottedKitty Posts: 7,232
    Bunyip02 said:

    Will this one do ?

    I don't think it's fluffy enough.  

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,625
    edited July 2020
    Oso3D said:

    Man. Trying to do that much fur without melting your computer to slag would be... tough.

     

    well technically it's just longer

    AFAIK it keeps vertex order the same as Carrara hair does so exactly the same amount of geometry 

    I know with the latter on octane render which shows hair and voxels separately to mesh, it jumps around simulating but static the same so maybe simulating  it might melt the computer, not posed, even animated carrara hair keeps vertex order, so does Zbrush fibermesh of course too but that is very heavy dforced ( full mesh as I am not a PA, have done it)

    Post edited by WendyLuvsCatz on
  • Oso3DOso3D Posts: 15,047

    The problem is that if you want the fur to look half decent, you can't reduce the interpolation, which means 5x as long fur is going to be 5x as many polygons.

     

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