Hey guys so I thought I'd finally take the dive and join polycount.
I'm a 2nd year going on to 3rd year game art uni student and aspiring character artist.
Anyway im here now because I have a question about realistic hair workflows for characters. Particularly how do you guys do it exactly. I've had experience sculpting hair in Z brush but never tried out the whole alpha planes thing I see in many realistic game titles such as uncharted 4. I'm attempting this sculpt of Castro below and I would like to achieve a similar feel in texture as his beard in the reference images to the left. Anyway I hope this is not a bother to anyone and I hope to hear from you guys soon
Best Regards
Trill
Ps I am really bad with forums. I rarely use them so if I mess up I'm sorry its my first day :')
Replies
The way alpha cards are placed there is how I did mine. Use proxy meshes if you need to create separate groups of volumes; don't just rely on your character's head for the base.