I've been trying to figure this out for awhile now but I just still don't get it. How do people make hairs like these and have it all connected as one continuous mesh? And I'm especially confused on how people make the back of the hair as well, the scalp part I mean.
They likely model it. Its possible they sculpt and retopo but I assume the examples given are straight up modelled. For something like Goku or the last one you could do individual strands for blocking, then bool it all together and clean up
I think i gave you the answer Model it, if you can't learn how to low poly model
Maybe check for edge by edge modelling. I almost never thing that box modelling is the answer to anything. In this case I'd say edge by edge is the solution
Another trick here is to realize these models were created mostly in quads, with edge-loop modeling tools. Then converted into triangles before export to the game, and edited further to improve the new triangle edges.
One of a gazillion "blender extrude" search results:
I didn't watch the videos, but two practical approaches would either be to model a "hair helmet" first and split that up, or model one strand, make UVs for that and perhaps even texture it and then assemble/merge your helmet from that while adjusting the models and textures (after rebaking to indiviual UVs) as needed.
Replies
For something like Goku or the last one you could do individual strands for blocking, then bool it all together and clean up
Model it, if you can't learn how to low poly model
Maybe check for edge by edge modelling. I almost never thing that box modelling is the answer to anything.
In this case I'd say edge by edge is the solution
One of a gazillion "blender extrude" search results:
maybe also looking at some japanese tutorials could help ;-)