As promised, here is an update to the bristle Particle System completed for the final paint brush base-model being used in a full-scale art studio scene. Again, please note Cycles node set-up.
The updated material uses an image texture applied to the emitting mesh for the particle system. The hair particles inherit the color from the image texture depending on the coordinates from which they emanate. For example if a hair emits from the mesh at a point where the mapped image texture is brown, then that hair will be brown, if it emits from a point where its black it will be black. I found it to be an excellent method! As always, brutally honest feedback desired!
Thank you :). That is an excellent suggestion, perhaps I will make use of the lattice modifier to crimp the edges of the ferrule. And I do plan on applying a glossy metallic shader. Also the addition of dried paint to the texture is an amazing idea! Thank you Frikkr.
Thank you very much!
Thank you again Mark; I chose to utilize an HDR instead of a traditional 3-point lighting system in order to achieve a more natural and, hopefully, photo realistic look. Still much work to be done on the overall scene, but I may be calling the bristles done. :)
The bristles look great. Especially, the what the light hits them.
it's called a ferrule (sounds like furl)
good progress...
lighting is more interesting and bristles look very real.
Looks really good :) a much better improvement from an already great model.
Are you going to be making the bristle holder (not sure what its called :) ) shiny and metallic? I always notice with them that they usually have a bit of unwashed paint on them and the metal is always crimped slightly to hug the bristles, also as it is usually thin, soft metal, it tends to be dented and marked. That is all under the assumption that this is a well used brush and you are going for super realism ...