Hi Guys, It's been a while.
I'm doing some Low-Poly Hair stuff lately. So I've been refining my skills.
Texture wise with the help of my Wacom tablet, I think I have somehow nailed it just need some refinement.
Now I'm trying to develope speed.
I've seen artist in the likes of Rafael Grassetti done some hair using planes. But they have never really focused explaining that process.
On Rafael's process, he first lay-out the planes, then afterwards did the texture. But wouldn't that be a lot time consuming because you have to lay-out the Uvs of each planes to fit on the texture.
Atleast that is how I understand their process.
So now on my process, I did it backwards.
I first drawn the texture and applied it on 10 different planes of almost the same length(see fig01)(don't mind the texture color, I only applied the alpha).
Now the problem with this process specially if you are working with hair in long length is bending.
I used spline and applied spline deform modifier on the plane. The problem with it, is it doesn't deform well; it doesn't bend well(see fig02).
Any idea how to fix this, or other better process.
By the way I'm using Max.
Replies
Are you talking about the mismatch of the spline vs the polystrip or are you talking about the blockiness of the polystrip itself? If its the latter.. you'll either need to add more polygons, actually texture a bending hair clump or just live with the blockiness.
I would go about doing this the same way you are. First texture some stuff than copy paste/duplicate the already UV'ed meshes and edit 'em.
It's all about proper planning.
The second one is not a problem, it does happen at some degree. If there is not enough poly, edges will be visible.
That's the first thing that came into my mind. But after doing the reset xform. It's still the same.
http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/files/GUID-47EA2253-C097-434A-82AD-B13E2DE10C6C.htm