It all depends on what your going to use it for, but I think the coat comes off flat kind of. I highly suggest you look at some other modelling techniques for the hair.
It's also tuff to say since you don't have much WIP images, but I think you started off with a low poly model. You might want to try out high poly modelling workflows next time.
It all depends on what your going to use it for, but I think the coat comes off flat kind of. I highly suggest you look at some other modelling techniques for the hair.
It's also tuff to say since you don't have much WIP images, but I think you started off with a low poly model. You might want to try out high poly modelling workflows next time.
I did start low-poly. I used polygon hair, using .png files with transperancy...Im trying to get this into unreal2 engine, can you suggest a different method? or a way to make this one look better?
or you can go with sculpting the hair. Watch the following video. There are of course a bunch of other videos out there about sculpting hair as well. When you are done you can create a low poly mesh and then bake and apply a normal map to make it look good. https://www.youtube.com/watch?v=cjrNOULABjA
Uh, then probably Brian has got a point. It's really tuff to see. But to me to looked like you only have full on polygons. You might need some settle color variation in the hair and some alpha.
"Uh, then probably Brian has got a point. It's really tuff to see. But to me to looked like you only have full on polygons. You might need some settle color variation in the hair and some alpha. " i am gonna set up some new renders. one thing that may be going on: i have planes that are curled to the edges and oddly shaped instead of relatively flat. they seemed a bit more like....feathers...or something...thoughts?
ok so in the process of making these renders i realized i had the wrong specmap attached. maybe part of the problem. but i switched it to the correct one and it still looks....ugly. so ugly! the polygons, viewport:
so in 3 point lighting there are alot of things about this im not super happy with. definitely the hair. help?
Replies
It's also tuff to say since you don't have much WIP images, but I think you started off with a low poly model. You might want to try out high poly modelling workflows next time.
https://www.youtube.com/watch?v=6Wi4-fdeYyM
https://www.youtube.com/watch?v=Z_ZmuKt_yp8
You can see, they used a similar method for the uncharted characters
https://cdna.artstation.com/p/assets/images/images/000/360/982/large/frank-tzeng-head-close-up-zbrush.jpg?1443929071
or you can go with sculpting the hair. Watch the following video. There are of course a bunch of other videos out there about sculpting hair as well. When you are done you can create a low poly mesh and then bake and apply a normal map to make it look good.
https://www.youtube.com/watch?v=cjrNOULABjA
one thing that may be going on: i have planes that are curled to the edges and oddly shaped instead of relatively flat. they seemed a bit more like....feathers...or something...thoughts?
Three point lighting set up for the renders will get us better images to analyze. Get on it, homes.
the polygons, viewport:
so in 3 point lighting there are alot of things about this im not super happy with. definitely the hair. help?
Normal Map
Opacity Map (that dithers)
Anisotropic Map
The whole hair mesh having an even vertex normal look.
You're also using far too many polygons for the hair cards. You can make them more efficient and not turbosmoothed.
Third link.
you mean this one? because no it doesn't, and I followed this one