3D Design Job: Realistic 3D beard model for our 3D head model

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52 Designs
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This customer received 52 3d designs from 7 designers. They chose this 3d design from Nacke as the winning design.

Project PrepaidGuarenteed
Job Type
3D Design
Task Outline
  • Create a 3D Design
Task Description
We need at least one beard model to fit our base head (see uploaded file). Our goals:
* Realism when rendered with texture image.
* Under 1000 polys.

We expect that the best approach is the "fins and shells" geometry with transparency-mapped texture images, where these texture images are made from photos of a real beard with a transparency channel added with a soft-select tool.

We only want diffuse color maps with transparency, no other maps (bump, shiny, etc).

Any style or color of beard is OK. We ultimately want to collect a variety.

The deliverable should be a wavefront .OBJ file containing the geometry (and UVs) which fits our base head and a .PNG texture image.

To evaluate your submission, we'll need to see the beard on the head rendered to high resolution from several different angles. We'll also need to see a render of the beard geometry with wireframe and without any texture.

Monday, December 23, 2013
  • Some people seem unable to understand the idea of fins and shells. I have attached a diagram to the project description of a cross-section of a face (in black). The red line is the cross-section of a normal solid mesh for the beard, which is close to the surface of the face and is textured opaquely. This is the shell. The green lines represent flat polygons extruded straight out from the face. They are textured using transparency to give the beard a soft edge when viewed in profile. These are fins. Obviously more fins will be needed for other parts of the face and horizontal ones as well. The exact shape is not important. What is important is that the texture images used are from real beard images and the transparency is created using soft select tools so the beard looks real when viewed from different angles.

    Added Thursday, December 19, 2013
Look and Feel
Each slider illustrates characteristics of the customer's brand and the style your design should communicate.

File 1: fins thursday, 19 december 2013 14:00:512
File 2: base thursday, 12 december 2013 16:06:341

Comments and Questions
what program you use ? 3ds max ?
By ariya on Friday, December 13, 2013 | Reply
and its for animation or game or a single render image ? plz lemme know
By ariya on Friday, December 13, 2013 | Reply
We use our own software for real-time 3D display (not pre-rendered images).

By Project Owner on Friday, December 13, 2013 | Reply
You can try out the free version of our software to see were the beard will go:

By Project Owner on Friday, December 13, 2013 | Reply
Can you confirm which maps can be used? (diffuse, specular, glossy, bump, displacement...)
Also can you confirm the max definition of maps (2k, 4k allowed?)
By Orphed on Friday, December 13, 2013 | Reply
Only diffuse. The idea is to get the realism mainly from the texture image.
2K or 4K maps allowed.
By Project Owner on Friday, December 13, 2013 | Reply
A little more description of the "fins and shells" approach:

The simplistic way to do hair is a single solid blob of geometry (sometimes known as "helmet head"). We''ll call this the "shell". This alone doesn''t look very real because hair is not a solid object.

So we can shrink the shell and extrude some "fins" straight out from it. Some of these fins with have vertical normals and some will have horizontal (left-right) normals. These fins will have transparency-mapped texture images, and there will be enough of them, so that the hair will have a soft edge when viewed from any angle.

By Project Owner on Monday, December 16, 2013 | Reply
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