I decided to approach the hair again. This time around I wanted to use planes to build up the hair. I began with using a sphere and shaping pieces of it around the head.
Once I had the bigger 'pieces' of the hair put in place, I made smaller planes and built up the hair further.
I made sure each copied piece was uv unwrapped so that they can share textures.
I created the ponytail out of a cluster of smaller planes:
I carried on adding smaller pieces, this time shaping them like strands. I also modelled the braid and hair bands out of simple primitives.
Once I was happy with the hair strands, I went ahead and began texturing them. I decided to texture this by hand, as approaching hair from a PBR perspective was confusing and wasn't much information available.
I used this base texture as a guide to creating the alpha for the character's hair:
Before texturing the head and rest of the hair, I went made some adjustments and added further detail to the main character's head sculpt:
I also textured the braid and bands on the character's hair:
I focused on adding smaller details to the bands.
Once I had exported the maps from the high poly sculpts. I set up my maps for dDO to get ready for textures.
I then followed the usual method of applying materials to my different colour ids.
Once done, I exported the maps and applied them to my model.
I'm somewhat happy with the results of this.
I feel like the hair could use more work on their opacity map of the alpha though, which will be the next thing I focus on. I wish there was more information on creating hair for PBR textures out there at the time of making this, as it is somewhat unclear on how to get a decent result.
I'm also not completely happy with the face, and I'll probably re approach it for another sculpt.
Thanks for sharing very nice detailed information. Please check haute her tips
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