Have you literally not been able to find any tutorials or existing examples on this forum, or have you not found a satisfactory solution? There should be a couple already floating here, if not already on Google.
For me the issues became specific steps in any one of those tutorials.
There's literally been tonnes of stuff on this topic, how to do it, and workflows on it. Just google before posting... Some of the really big names in the industry has just released videos on how to do hair....
Brian "Panda" Choi i find many but i am not able to get the output m looking for . i dont have much experience with hair .. Neox this kind of hair i want to make.
Before you start "doing hair" there are a lot of questions you have to answer or at least think about before you decide on a technique. You didn't really provide much other than "game hair" which does help narrow it down a bit but not nearly enough.
What app(s) are you using, Maya, 3dsmax, Modo, zBrush or something other? What is your experience level with them? Do you need to be walked through the basics of using an app or can a tutorial assume some basic knowledge?
Are you looking for an out of the box solution or are you open to using plug-ins?
You already defined the style and that's good, but what type of hair are you creating? Sculpted clumpy anime hair, high end PC simulated hair, console friendly, mobile friendly, low end mobile? What engine is it going into?
Are you looking to do hair/fur simulation (Nvidia Hairworks, TressFX), just cards, a mix of both?
How do you want to generate the hair? Do you plan to draw it in a 2D package, make cards and arrange them by hand? Or do you want to use Hair/fur simulations and bake it down? Sculpt it?
Do you need it to move? How will you accomplish that, spine simulation, joints, simulated joints?
https://www.youtube.com/watch?v=1Fs6rle_IbE This covers a pretty standard workflow in xGen which is included in newer versions of Maya. It's probably the easiest path to follow that gives decent quality and offers quite a bit of flexibility with a gentle learning curve.
Yea there are various ways you can go about this. First question is, are you doing realistic card hair or stylized chunky hair? From there, you could easily google either "realistic card hair" or "stylized chunky hair" and get lots of tutorials on google. For realistic hair, that Tom Parker tutorial linked above is great and super close to how I do hair as well.
Replies
Have you literally not been able to find any tutorials or existing examples on this forum, or have you not found a satisfactory solution? There should be a couple already floating here, if not already on Google.
For me the issues became specific steps in any one of those tutorials.
There's literally been tonnes of stuff on this topic, how to do it, and workflows on it.
Just google before posting...
Some of the really big names in the industry has just released videos on how to do hair....
Neox this kind of hair i want to make.
What app(s) are you using, Maya, 3dsmax, Modo, zBrush or something other?
What is your experience level with them?
Do you need to be walked through the basics of using an app or can a tutorial assume some basic knowledge?
Are you looking for an out of the box solution or are you open to using plug-ins?
You already defined the style and that's good, but what type of hair are you creating?
Sculpted clumpy anime hair, high end PC simulated hair, console friendly, mobile friendly, low end mobile?
What engine is it going into?
Are you looking to do hair/fur simulation (Nvidia Hairworks, TressFX), just cards, a mix of both?
How do you want to generate the hair?
Do you plan to draw it in a 2D package, make cards and arrange them by hand?
Or do you want to use Hair/fur simulations and bake it down?
Sculpt it?
Do you need it to move?
How will you accomplish that, spine simulation, joints, simulated joints?
https://www.youtube.com/watch?v=1Fs6rle_IbE
This covers a pretty standard workflow in xGen which is included in newer versions of Maya. It's probably the easiest path to follow that gives decent quality and offers quite a bit of flexibility with a gentle learning curve.