@MasterBeard took me a while to get the reference. i was obviously looking at the actor and his terrible haircuts but not that movie. thanks for pointing out the video game connection i was never aware of in the first place. fitting!
Hi Thomasp, great work. After painting the skin in Zbrush. What resolution do you bake the textures out as for a full body character? Also using Blender myself, 3dsmax user here. Blender has become a really good app.
i had a look at the head epic recently put onto the unreal marketplace and saw that they placed a bunch of splines among the hair cards.
i think this may be a nice tweak to have something glint with an offset from the main hair when lit to visually mess it up a little. with fibermesh that's a 5 minute job, literally. probably also shows...
working on a pose for this guy on and off although i always come back to tweaking him here or there when i have a little time.
I'm curious, you made the hair in fibermesh, like in the last picture, and then you made hair cards over it to bake the strands? I know that the last image represent only the fly away hair cards but the process of making the whole hair from Fibermesh to in game is still a mystery to me xD
@pilgrim88 i've certainly used the actor as a reference but never had mortal kombat in mind until someone further up pointed out the reference. i originally chose him for his iconic hairstyle which i remembered from old films.
@andrelopes these days i start a hairstyle in fibermesh but then just extract the curves and use those to work on it outside zbrush with standard polymodelling. what you see in the viewport is just me reimporting the textured mesh onto the sculpt to have a reference in the view. i did test generating hair however, it's jsut that tweaking that result seems to take longer than doing it proper right away.
@Leon_Raven i'd say it's about 50/50 between marvelous and manual sculpting and/or reprojecting simulated parts onto different elements of the coat.
thanks guys! i still have one last update when he's done on him- then time to make something new...
a prime example of a character spawned out of nothing more than a stupid haircut. could make for an interesting timelapse animation. perhaps someday i should try working with one of these things they call a 'concept'...
i've converted most of my hair texture snippets into geometry by now. it's all still splines so can be edited and rearranged as necessary. also they can easily be adjusted for coverage by inflating or deflating the
geometry with the option of using a gradient as a mask input for
tapering.
looking forward to not having to draw any for a while! which is admittedly bad timing since affinity beta now has a lazy mouse function that works like a dream for drawing these curves.
some long hair -
and a best of of facial hair to assemble eyelashes, eyebrows and short beards, taken from various assets. omitted some parts that didn't see much use though -
finally, with TB3 it's now fun again to make turntables for characters. i
prefer that over a 3D viewer: no performance hit on my laptop
and looks as originally authored. click the image and drag the mouse left/right and up/down over the image.
yeah turntables rock (in my opinion). wish you could hook these up on artstation.
anyway, the long hair with lots of volume baked in makes for a decent improvement over painted/flat textures. i've not touched the geometry on this model from last year, just swapped out the textures - oh and the toolbag version, lest i forget.
now to my delight i found out that unreal does not support normal maps for it's hair shader so i can't just plug in my results. instead you're supposed to juggle depth maps and pixel depth offsets. so far a great way to make it all look flat and plane-y again. BRB.
Replies
added tattoos. outfit coming up next.
Other than that...he looks dope!
After painting the skin in Zbrush. What resolution do you bake the textures out as for a full body character?
Also using Blender myself, 3dsmax user here. Blender has become a really good app.
@melviso
i'm not using zbrush for actual texturing. i recommend mudbox 4k is what i usually use and then scale down as needed.
thanks guys!
@MoP
nice to see you hanging around these boards again!
Looking great dude! (will contact you soon, haven't been using Skype for ages)
i think this may be a nice tweak to have something glint with an offset from the main hair when lit to visually mess it up a little. with fibermesh that's a 5 minute job, literally. probably also shows...
working on a pose for this guy on and off although i always come back to tweaking him here or there when i have a little time.
Dat hair
damn, nice work
I'm curious, you made the hair in fibermesh, like in the last picture, and then you made hair cards over it to bake the strands? I know that the last image represent only the fly away hair cards but the process of making the whole hair from Fibermesh to in game is still a mystery to me xD
@pilgrim88
i've certainly used the actor as a reference but never had mortal kombat in mind until someone further up pointed out the reference. i originally chose him for his iconic hairstyle which i remembered from old films.
@andrelopes
these days i start a hairstyle in fibermesh but then just extract the curves and use those to work on it outside zbrush with standard polymodelling. what you see in the viewport is just me reimporting the textured mesh onto the sculpt to have a reference in the view.
i did test generating hair however, it's jsut that tweaking that result seems to take longer than doing it proper right away.
@Leon_Raven
i'd say it's about 50/50 between marvelous and manual sculpting and/or reprojecting simulated parts onto different elements of the coat.
thanks guys! i still have one last update when he's done on him- then time to make something new...
a prime example of a character spawned out of nothing more than a stupid haircut. could make for an interesting timelapse animation.
perhaps someday i should try working with one of these things they call a 'concept'...
John
looking forward to not having to draw any for a while! which is admittedly bad timing since affinity beta now has a lazy mouse function that works like a dream for drawing these curves.
some long hair -
and a best of of facial hair to assemble eyelashes, eyebrows and short beards, taken from various assets. omitted some parts that didn't see much use though -
finally, with TB3 it's now fun again to make turntables for characters. i prefer that over a 3D viewer: no performance hit on my laptop and looks as originally authored. click the image and drag the mouse left/right and up/down over the image.
anyway, the long hair with lots of volume baked in makes for a decent improvement over painted/flat textures. i've not touched the geometry on this model from last year, just swapped out the textures - oh and the toolbag version, lest i forget.
now to my delight i found out that unreal does not support normal maps for it's hair shader so i can't just plug in my results. instead you're supposed to juggle depth maps and pixel depth offsets. so far a great way to make it all look flat and plane-y again. BRB.
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