Quick question for the character pros out there. I'm working on a model based off the artist Brom's
Plucker, specifically the character of Jack, a sort of leather clad, voodoo hunting jack-in-the-box.
http://www.bromart.com/books.html
couple examples bottom of the page^
Question is, the character has long red hair, and right now I'm working on my basemesh before mudbox, should i model the hair out in mudbox and texture or use 3ds max or mayas hair system? which do you use?
Thanks
Replies
If you go the hair/fur route you can bake it to planes if you layout the hair with that in mind.
If you're looking to make it less realistic and more like sonic the hedgehog/spikes then I'd say model it up in mudbox, but do it as separate object(s) because the resolution
you'll need in order to sculpt hair is going to be quite high. You should plan out your edge flow carefully so you're not fighting the resolution when you sculpt.
Using Maya Paint for Hair planes
http://www.paultosca.com/varga_hair.html
The old mudbox forums had some brilliant tips for handling hair, but all that was lost when they moved the forums to "The Area". Or if they imported all those old thread they aren't found easily BOOOO....
Thanks again.
http://www.bobotheseal.com/portfolio/Contract/Contract_ThePlucker01.jpg