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Hair modeling feedback

murlo-k
polycounter lvl 7
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murlo-k polycounter lvl 7
Hey there!

So I'm trying my hand at modeling characters, My skills are still pretty beginner level as you will probably see, but I'm trying to get better at it.

(I'm using 3ds Max 2010)

I think the modeling of the head is pretty much done (there are no ears because the character will be using headphones), so now I'm going for the hair.

I've looked around for different techniques on how to handle this, but most of what I came across has to do with using Max modifiers, which i don't want to use at the moment.

So looking at a Uncharted 2 topology reference, I had the idea of using splines to layout the flow of the hair and then check the rectangular render option. I made three layers of strands to add volume:

face_steps.jpg


I made a quick hair texture with transparency and tested it out in a few strands and it looked ok... it's all still a bit too stiff, i don't know if it's now just a question of positioning/scaling/texturing things right so it looks good or if I should be tackling this in a completely different way...

So that's what I would like to know from you guys. Am I on the right track? Kinda? Not at all?

Thanks in advance for any help/commentary/suggestion!

Replies

  • Aga22
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    Aga22 polycounter lvl 12
    modelling hair is a pain in the ass for me...needs a lot of patience. i never thought of changing the spline rendering to rectangular, thanks for that! you re gonna have to remove manually the back and sides of the rectangular cross section, but that's easy by selecting the loops, just a little time consuming.

    only thing i would advise, put the headphone on the character, and model the hair around those.
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