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[WIP] Stylized Character Kid

I wanted to try creating a stylized characters with polygonal hair this time instead of hair cards
Here's my sculpt so far

I'm working on the retopology at the moment and maybe I'm doing something wrong, but I thought working with polygonal hair would be so much easier. Right now I'm struggling with doing the retopology for it. Maybe it'll get easier the more I do it

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  • iam717
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    iam717 interpolator
    The idea at least for what i would do with this is make a imm brush and uv that BEFORE making it an imm brush (i haven't tested this)
    then making the hair and having already made the "topology" (low) you wouldn't have to worry about doing it after the fact, like you are in now.  Having suddivided the uv'd low, gives you both high and low and all you would need to do is export them and edit the unseen geo(delete.)

    You could split each strand and do it that way then put them on-top of each-other and make new lines where they intersect and will not be seen or used and delete those unseen intersecting geo's.
    BUT i think the aforementioned process would be the go to with this less work less headache.

    You can look up how to make an imm brush in your version of zbrush, should be the same for any.
  • BaldTuesdays
    iam717 said:
    The idea at least for what i would do with this is make a imm brush and uv that BEFORE making it an imm brush (i haven't tested this)
    then making the hair and having already made the "topology" (low) you wouldn't have to worry about doing it after the fact, like you are in now.  Having suddivided the uv'd low, gives you both high and low and all you would need to do is export them and edit the unseen geo(delete.)

    You could split each strand and do it that way then put them on-top of each-other and make new lines where they intersect and will not be seen or used and delete those unseen intersecting geo's.
    BUT i think the aforementioned process would be the go to with this less work less headache.

    You can look up how to make an imm brush in your version of zbrush, should be the same for any.
    Thanks for the advise, but I actually already sculpted the hair and did the retopology. I had to sculpt the details on the hair strands... individually.
    I'll definitely try a more efficient and less time consuming method next time
    Oh, and I'm using Blender :) 
  • BaldTuesdays
    Hair Sculpt

    Hair and Head Retopo


  • BaldTuesdays
    I broke down the Hair into 3 parts mirrored, non-mirrored and front to make it easier to retopo and rig each part

  • BaldTuesdays
  • BaldTuesdays
    So this is a bit of a tangent
    When I first baked the normal map in Substance Painter then imported it the textures to Blender, I noticed that shading looked bumpy and the textures warped


    At first I thought I messed up with the UV, so I tried fixing that. But it still looked bad
    Then I thought, maybe it doesn't have enough resolution? So I tried bumping it up to 4k. Still looked lumpy and warped
    Maybe it didn't have enough polygons? The warping lessened but the problem was still there
    So I tried redoing the retopology. same problem

    I was so close to giving up on the problem and going "It is what it is". Then I found what's causing the issue
    Apparently it was how substance painter triangulates the mesh after importing. So the solution was to triangulate the mesh in blender first ('Fixed Triangulate' to make it stay consistent with the quad topology) then import that to Substance Painter

    Another method was to triangulate the mesh in Blender in 'Fixed Alternative' to make the triangulation the same with Substance Painter
    or just export the model from Substance Painter and import that to Blender

    Anyway, here's the result



  • BaldTuesdays
    Finally done with the textures!
    Rendered in Evee

    Unlit

    No Scarf


    Next is designing and modeling the sword
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