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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I'll definitely try a more efficient and less time consuming method next time
Oh, and I'm using Blender
Hair and Head Retopo
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
Rendered in Evee
Unlit
No Scarf
Next is designing and modeling the sword