a little refinement + facial hair added. there's still some polygons left in the hair budget for extra strands and to remove noticeable kinks - but that's for post x-mas! thinking of making it all longer down the neck, for extra 80's style points.
Did another of those hairstyles - texture reused from the one before. Will look into changing that at some point. Oh and this is what I'm working with - the CVs for everything minus the hair cap. Might look a little intense but it's a million times easier than tweaking polygons to me.
i'm almost done with the layout now. hairline and ponytail will receive a makeover though before a test in unreal takes place. and since there were some questions: yes that's polygon strips, not some hairsystem, nothing needs to be baked or converted. textures are greyscale to make out easier where overlaps occur and to…
weeeell. only took a few years... on the upside, we can do more with polygons and alphamaps now, which is pleasant. so perhaps it was worth holding back. ;) since i apparently can not show any of my work from the last two years, i started some personal pieces based on the techniques picked up in that time. that old folio…
hey, there are no tutorials (for now, anyway). the shape of hair elements depends mostly on the kind of hair you're building. short works better with wide elements, long with narrow ones in my experience. curly needs tiled textures to work. and element does not mean just a single strip of polygons. you can model and…