A long while ago I drew some
concept art and I thought it'd be pretty fun and straightforward to replicate the 'outline + color' style in 3D. The learning experience was actually pretty fun; in terms of being straightforward... it was not.
I am planning to model and rig the rest of the character, but in the meantime, I wanted to share the culmination of what I've built so far. Perhaps it can be of use to another
poor soul experimenting with a stylized aesthetic in 3D. Comments and questions are very welcome.
Artstation post:
artstation.com/artwork/EV61qK
Replies
I went through a number of iterations on how to model the hair. V1 was just a basic box modeled placeholder while I was figuring out the Post Processing, but by the time I started adding lineart textures to the face I needed the hair to have more visual interest. For V2 I referred to Vincent Ménier's hair tutorial for Zbrush. I was actually pretty happy with the implementation, but the process on my end of Zbrush sculpting -> Blender retopoing -> UE4 importing was taking a toll on what was a pretty iterative and experimental process. I later learned hair cards through Kent Trammell's hair cards tutorial for Blender. V3 was super convenient to edit and export since everything was through Blender (though I did have to compile a python script for exporting proper UV's and materials), and making "loose strands" was a lot easier with planes than solid meshes.
Some concept references I made during the project:
Rendered in real-time in UE4 at 140% screen percentage.