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Need some feedback for my guy's hair.

christopheduron
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christopheduron polycounter lvl 2
Hello everyone,

I've been busy creating a character and i was going to create a beard for him next. If you want to know what i want to create here's some of the reference i'm trying to follow:



What i've got so far has nothing to do with the reference, it's more of a test to see if i can create a more or less realistic looking beard where you don't see polygon planes or hair clipping with the underneath geometry.



I was wondering if someone could give me some advice on how to draw or where to find good textures to create hair out of. Most of the tutorials i find create large plucks of hair with not much see-through, but when i utilize this always makes it obvious that the beard is made out of planes.

This is what i created first. I didn't like the results though. There's almost no see-through, so the beard doesn't look fluffy.

Then i created these. The first one is for the moustache (needed thicker strains of hair since planes were smaller) and the second one is used for the rest of the face. (also made variations to make it less boring). These plucks of hair were made very quick in PS since it was just for a test. If you know how to make it look more interesting please let me know :).



One of the best beards i've seen in games must be from the last of us. I am still clueless what their hair texture looks like. Perhaps someone could give me an example? 

Replies

  • christopheduron
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    christopheduron polycounter lvl 2
    Meanwhile i've added some more hair and i've also redone his beard. If i'd have to critique myself right now i would say the skin underneath the beard/hair isn't dark enough. I'm still very open for some suggestions on how i should paint my hair textures etc. :)

  • killnpc
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    killnpc polycounter
    beep
    boop
    From my experience, it's very difficult to yield great results for hair in UE4, something Epic had been working on for some time.
  • dGreenberg
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    dGreenberg polycounter
    Hi Chris! It feels like you're moving in the right direction with the hair planes, and I think that a lot of the end result comes down to going back and forth (seeing what works and what doesn't with placement, alphas, and all that jazz). I personally don't have enough experience to give a super direct method on hair creation, but there are definitely some great tutorials and guides out there that can help you out.

    I know Tom Parker's 3DArtist tutorial is an effective way to get a realistic look for the hair, but there's also a few different sources on Youtube that can help you reach a more stylized look (if that's something you're after). Best of luck, and hopefully you find a method that works for your character! 

    Tom Parker's tutorial - http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
    unitycookie's Creating Polygon Hair for Game Characters - https://www.youtube.com/watch?v=6Wi4-fdeYyM
  • christopheduron
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    christopheduron polycounter lvl 2
    Thanks for the info guys, i actually went through all these guides before but i'll definitely give them another read. If i can give some critique on the last tutorial (from unitycookie), the border between the skin and the hair is way too hard. That's something that bothered me immensely and is why i ended up changing my texture from a full pluck of hair to only a few individual hairs.

    Perhaps something else i'd like to ask. In Tom Parker's tutorial he creates his planes with strokes in Zbrush. When i tried to do this for my beard, my strokes kept following the underlying geometry. So if i want to paint a stroke out of his chin and then downwards, it would follow the neck (something hair doesn't do :p). I'm sure there's some option to prevent this from happening, but i can't find it myself and google isn't providing the answers either.
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