Thanks Marie! I do this to approximate the intended volume and check for intersections. These are simply curves with a round profile assigned, to be replaced with different types of profiles down the line.
Just a quick (successful) geometry optimization test to see if it can realistically fit within my poly limit. Still looking pretty rough overall though - after about 2.5 days worth of work.
@thomasp Awesome, thanks for clarifying! Any chance we could get a look at your hair textures? Curious to see how you author them, and what maps you're using.
I've started a new one - this is in fact a remake of the oldest one - the job that got me into the whole hair topic way back in the day around the time when the PS3 was about to come out. Sadly that particular game ended up cancelled. The hero's hairstyle always stuck with me though - time to get it out of my system at last. The reference looks different in every shot because its being blown around and finger-combed a lot (and I had to rip my reference off a freaking DVD since there was barely any footage on the web).
I'm going for a best of, not an exact copy from one shot:
I've continued to style a bit and finally have converted my model from curves to geometry and optimized all the low-hanging fruit away. As a result it's now edgy in certain places, sitting at 38k prior to any proper manual optimization (my threshold for these hair meshes is 45k for the more complex ones like this one, so plenty of flesh to re-add).
Marmoset output looks like this currently -
Next step is to import this into an engine (UE5 in this case) and be devastated at how much tweaking is still required to the main forms. Then I'll be adding hairline and finer details like flyoffs.
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Current work in progress - this is how the sauce is made. Hooray for Blender's curves. One day of work so far.
Great work Thomas! I'm always excited to see that you posted something new :)!
Cheers Florian!
I expect I'll be posting quite a few more of these.
Wasn't expecting for you to use tubes but it looking great!
Thanks Marie! I do this to approximate the intended volume and check for intersections. These are simply curves with a round profile assigned, to be replaced with different types of profiles down the line.
Just a quick (successful) geometry optimization test to see if it can realistically fit within my poly limit. Still looking pretty rough overall though - after about 2.5 days worth of work.
Oh interesting, thank you for getting back to me, doesn't look rough to me at all!
very smart hair work, incredible stuff.
Wow, the hairstyles look great to be honest! They look extremely realistic and flawless. I was looking at real hair I thought:) Nice work.
Man, this stuff is inspirational. Sorry if mentioned elswhere in the thread, what renderer are you using for these recent shots?
Also, when can we expect registration for you master class to open up?
Thanks guys, much appreciated!
@Brandon.LaFrance these screens are from Toolbag version 3 (can't seem to replicate the exact look with 4 though due to SSS not working the same way).
I'm currently tweaking these for use in UE 5 though.
@thomasp Awesome, thanks for clarifying! Any chance we could get a look at your hair textures? Curious to see how you author them, and what maps you're using.
I've started a new one - this is in fact a remake of the oldest one - the job that got me into the whole hair topic way back in the day around the time when the PS3 was about to come out. Sadly that particular game ended up cancelled. The hero's hairstyle always stuck with me though - time to get it out of my system at last. The reference looks different in every shot because its being blown around and finger-combed a lot (and I had to rip my reference off a freaking DVD since there was barely any footage on the web).
I'm going for a best of, not an exact copy from one shot:
I've continued to style a bit and finally have converted my model from curves to geometry and optimized all the low-hanging fruit away. As a result it's now edgy in certain places, sitting at 38k prior to any proper manual optimization (my threshold for these hair meshes is 45k for the more complex ones like this one, so plenty of flesh to re-add).
Marmoset output looks like this currently -
Next step is to import this into an engine (UE5 in this case) and be devastated at how much tweaking is still required to the main forms. Then I'll be adding hairline and finer details like flyoffs.
Damn, these are great!!
Here's the final version:
Aaand - I'm not done yet. Started this mockup the other day: