I have had lots of trouble trying to find a single, effective, method to modeling these low-poly hairstyles -- but none moreso than when I have to model something like Goku's hairstyle combined with a hairstyle similar to something such as this pink one:
What recommendation would you suggest (technique-wise) to model lots of hairstyles like those above? -- They have (mostly) organic shapes that tend to taper carefully to a point, but there are parts of the style that need to maintain consistency with the scalp too (and things such as the part in the pink hairstyle [or even in Trunk's hair!] throw me waaay off in trying to figure out how to approach them, topology-wise).
I'm a big fan of the interesting shapes that come from the various hairstyles in most of these types of animes -- but DBZ has got to be the clearest representation of organic sharp and smooth in a single hairstyle that I've seen, and it's made me come to the realization that I have no clue how to approach these esoteric shapes topology-wise without redoing lots of work by endlessly deleting edges and/or repositioning verts. I've considered doing a high-poly sculpt / boolean to get the basic shapes, then retopologizing over them, but I'm pretty sure that's not the standard workflow to make such clean topology.
There has GOT to be a better way to approach these sorts of shape transitions...
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once you have these, you can merge them. i mean each of these strands has about a dozen triangles. shouldn't be too complicated to model each of them.
yes it could have been retopoed, but why? create the strands, merge them together by hand or with boolean, done
"This was mostly just analysis for fun."
This whole thread is pretty much pointless then. Why would you ask for help and advice about such thing if you don't intend to put in the effort yourself in the first place ?
For instance people here could record little helpful videos to show you how to treat these interconnections - but what good would that be if you are "just asking for fun" ? In that case anyone attempting to help you is literally wasting their time.
"I can easily model separate shapes, but it's the combining part that always trips me up"
Then I'd say try again, by having a stab at accurately recreating on of these DBFZ models.
Also look at the title of this thread. It doesn't quite sound like an "analysis" to me - it's more like straight up asking for help. And the widely accepted philosophy around here is that the first step to asking for (and getting) help is to put on the big boy pants and putting in the work first.
Your move man.
The issue isn't how you are using the tools, it's how you are using the most important tool between your ears. You are treating this like some complex engineering problem that needs a novel solution. But it's super simple.
There is a time for sitting down and using the brain, and there's a time for putting the thoughts aside and just working with your hands and eyes. Try the simpler approach first!
Well, this is pretty much reaching the point of trolling ...
If you don't show what you've tried/how you've done it, no one can help you. The problem is not about finding some kind of new automagical method ; the problem is that you are probably either slow, or inefficient, or inaccurate, or all of the above when using basic techniques. Because basic techniques is all that is needed here - and that was confirmed to you right here in this thread by people who've actually done this exact kind of work.
I don't like using analogies but let's put it this way : you are pretty much going to see a doctor because your knee hurts and you can't walk, but you are telling the doc that no no no, he shouldn't look at your knee - instead he needs to give you a jetpack.