There's a nice tutorial in the following link, were you can find some answers.. https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ I'm trough this, and i'm unwrapping the cards in maya... i go to the following order, first, in the Uv Editor do Polygons>Unitize to make all the cards fill…
This is my preferred method. It's not 3dsMax but the process should be pretty repeatable. http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
A place to start for hair https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ Render out sexy screenshots of your sculpt. Terminology you're using is kind of confusing. Everytthing visual on a PC gets rendered. Screenshots are images rendered of a screen.
Start here: https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ Her forearms don't make sense, btw. Looks like someone broke her elbows and shifted her forearms way past where it's physically possible.
Tons better. I'd "Conform the Normals" against a proxy mesh of the fur polygons. There's a better visual explanation here in this tutorial. Specifically look at the section where he uses a mesh to conform the normals of the hair planes to the normals of the mesh. Step 14 - Transfer Vertex Normal…
Facial Anatomy Sculpt : https://www.artstation.com/artwork/5LyAz I created this 3D anatomy study to help aid my character work. I think its important as a 3D Artist to develop an understanding of mass and form in 3D space as well as doing 2D studies. For reference, I primarily used Eliot Goldfinger's book "Human Anatomy…
Thanks for the feedback InvertedVantage! I really appreciate it. Will definitely see what I can do about the scale. @Pierate: Absolutely, will try it! I was trying to find the concept, but couldn't at first. After some more googling I managed to find an article with the concept in it. :)…
From my experience i can tell that in practice the roles aren't that hard divided. Especially in smaller teams. So usually it depends on the project requirements and therefore it can happen that you switch from 3d art to animation or effects or whatever. Also more often 3D artists have to do outsourcing checkup and…
I like the concept so far. In regards to the anatomy tips from before try to push the major shapes first before adding smaller details like abs and the split between the muscles. There is a pretty good guide on making a where wolf on Bruno Camara's article…
Good progress so far. One thing to do when your hair is all setup is to transfer your normals from the character head to your hair cards to get rid of the poly strip look: Step 14 here talk about it: http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/