So I want to use unreal engine to render my student film, but I just found out that I have to create the hair differently than I usually do. Apparently, I have to create hair planes and then apply a transparent texture to all of them. So my question is would I create hair planes for the eyebrows or just paint them in substance painter?
Also, do I wrap deform the hair planes to the character's head or parent all of them to one of the joints?
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Hair cards could probably start by belonging to the head joint. I don't know what the pro's do to simulate hair physics -- probably some combination of novel physics solutions and animation. I suspect that sort of thing may beyond the scope of a student project, but hopefully somebody more in-the-know can help you there.
one of epic's unreal engine demo characters - appears to be covered mostly in geometry, including the peach-fuzz:
from: https://docs.unrealengine.com/en-us/Resources/Showcases/DigitalHumans
modern videogame assets will use far less complex hair geometry than this and require a lot of manual work to create anything resembling hair. it will take real practice to get anywhere doing that.
https://sketchfab.com/niki284/models