In the coming week, I've a hairstyle a little bit similar to the one in the OP coming up. I'll chime in if I find anything helpful. Not bad kodde, though the polygon edges are very obvious. I'm still on the fence whether that style works better than an overall 'shell' for the main shape with fewer planes trailing off to…
Couldn't you just model the whole shape of the hair as one single polygon object (or multiples for different layers), with edgeloops heading in the direction you want the hair to flow, then once you have the hair mass and layers close to how you like it, use the edge ring selection tool to select strips you want, convert…
In your viewport menu, you have Shading>Object/Polygon Transparency Sorting, and Render>Default/High Quality Lighting. Your (physical) workspace should have: Cloth of an unknown origin, a small copper piece, an upturned thimble with the retinal discharge of a leper, and two candles. Different combinations of settings in…
Here's a little experiment I did inspired by the thread. In zBrush you have the option to export fibermesh as curves. I set the number of fibers down to something reasonable, like 600. I exported them as .ma and opened it in Maya and used Surfaces > Extrude with these settings: Worked pretty well I'd say. We'll have to see…
About 1½ hours. Pretty much my first attempt ever to do hair alpha. This probably doesn't suit that well for the type of hair the uncharted girl has The head model and textures was the free head scan from Infinite Realities. I didn't really do any research on how people usually do this type of hair. I created a polygon…