Short Hairs:
Modeling: the best way I can think about is to create some little plans with planar uv, texture them by base hair texture and put their instances on the head by object painting.
am I right on this?
Medium hairs:
Modeling: to use strip tool in 3ds max and paint plans on the head, tweak them manually by moving vertices/edges to shape the hair.
UV and texturing: ?? - I just painted hairy alpha for hair texture on separated UVs for each plan. results is not good as you may except.. so if there is no better way to texture these type of hairs, any tips on how to create a good alpha for hairs will be very helpful!
Long hairs:
Modeling: to use "hair and fur" and shape the hair, reduce number of hairs and convert them or convert guides to spline, then using
sweep modifier(thank to Vig!) and convert splines to plans.
UV and texturing: ?? - almost same as medium hairs?
any techniques/tips on this please?
ps. is there any way to render hairs to texture with correct alpha? :icon3:
Replies
_Revel
Autocon - I almost searched whole web! (+polycount wiki and forum!) and now I'm here!
and still I'm looking for a good quality and stable pipeline to make hairs from modeling to texturing..
just had more tries today and I could shape hairs with "Shift" tool (freeform -> paint deform). we can shape polygonal hairs almost like "shave and haircut" brush.
but I think there should be more ways to create hairs.
will keep trying, and please let me know whatever you can think on this.
basically as I know that my hair results will not be so good, I try to sculpt base hairs and then add some additional hairs to make it better. (maybe this is totally a wrong way)
for instance:
how Rich made that shapes?
how he placed uv coordinates?
I think in this issue there is no shortcut and all the great artist had explained us the best pipelines. So first make it good with no "pipeline" in mind, then I will promise you could make your own pipeline that suites you fine. sorry for being too long. thanks for reading.
you're right about patient. later I want to spend some times to try to script something to make them faster according to hairtypes.
also I've tried to place short hairs using particle system. just place the on selected polygons and then sort them manually! (damn! there were too many hairs!)
result was good and pipeline was little faster!
thanks for your time
By the way our model in Blender or 3ds max?
please reply to my email (f4u21_mg@yahoo.com)
http://athey.deviantart.com/#/d4m4pma
This explains how to use the bend deformer in 3dmax for polygonal hair.The funny thing about all these 3d apps is that there are tools that can make things easier but most of the time we don't know they are there and its annoying when u stumble on them after the difficulties u have encountered.
I just relaunched my tutorial site a couple of days ago, and one of my brand new tutes is a big four and half hour behemoth that covers creating low poly hair in great detail from start to finish.
I start by showing you how to paint your own hair textures from scratch, then I show you how to model low poly strips to use the hair textures on, then I show you how to cluster your hair strips into a flattened out hair style (I find it easier to arrange them this way), then I show you how to use a sneaky combination of modifiers to shape and fit your hairstyle around a characters head.
Also, bonus, at every stage of the process I show you how to use the techniques for both a short hairdo and a long hairdo just to demonstrate that you can use the workflow to make any type of hairdo you want
*if* that sounds like the sort of thing you might be interested in, please feel more than welcome to pop along to my site at www.showmethatagain.com and have a squiz!
This fellow uses splines in max and then sets it as renderable as rectangle.. I've tried it, pretty good!
I do on strand, give it some definition and unwrap it. Then I duplicate it. I would advise doing about 5 different hair strands to give yourself some variation.
For short hair and beards:
Check out this link by Epic Games!
http://udn.epicgames.com/Three/CreatingHairUsingAlpha.html
After styling I use my own little trick - I apply FiberMesh UVs, make the geometry from FiberMesh and apply "crease" with 180 tolerance and then subdivide it few times. The 2nd Subd level gives very clean and even hair planes. Just tweak it a bit in your 3D package of choice - personally I prefer pushing central edgeloop to make hairs' profile slightly curvy.
Some sample images with hair made from Fibermesh scratch.
For more long hair I still prefer manual creation of hair. The main pain in the ass while making hair is to avoid hair planes cross intersection - it really hits in the eye. The best way is definitely to be patient ))
Few samples.
Sorting issues on dark hair don't show up as much, but when you start doing blonde/light coloured hair they can be much more apparent.
Done... Results aren't exactly what I'd want..