Hi all,
I'm making a sci-fi female character, and plan to make it into a lowpoly model running it in Marmoset, its still early stages however I've a question on how I might tackle the hair.
At the moment the hair is sculpted with dynamesh, and the polygon distribution/density isn't great for a game asset model. So just curious what would be the best way to recreate this type of hair, suitable for a game..
Should I just retopologise the hair? Or recreate it in a program like 3DS Max to create hair planes. Or what other way should i go about doing it?
Any tips and suggestions would be great!
Replies
Be nice to get some insight from those in industry. Found this, and looks promising as i like to keep it to Zbrush and Max if possible. http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
Depends on the style you're going for though, if you want a solid mass of stylized hair you could re-topo that sculpt. Hair planes will give a different result.