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Seforin
01-03-2006, 06:30 AM
Hello, Im a first time poster here, I am currently working on basic female character via max 8 and z-brush for details/ normal mapping..

Now my question is something I hear alot of different explinations on.

Mainly Hair.

since I want to try and import this character into half life source, im trying to keep a rather realistic face and detailed body (mostly normal maped nice body) But the issue being is hair.

I already am at the point I can start to normal map this character (Had to pelt unwrap in max 8 in order to start this)

I figured once I had my normal maps in I can extrude some basic planes from the head and plop on some basic hair textures..But I am trying to go for a more realistic hair look for the characters..

So for 1 my question being is this.

I heard that modeling a chunk of hair from the top part of the head and then form there plane/ texutring it was the way to do it.

the other explination I heard was to normal map where the hair line would start and then from there do planes for hair extrusions

And then the last one I heard was modeling the hair totally seporate and attaching it.


Now currently my character is around 2.7 polys, and I really dont want to go into needless polygons or such..So is there any clear work flow anyone can recommend for doing hair.

Also mind you that doing hair is a first for me...so any help would be GREATLY appreciated.

Well sorry this was long winded...Heres a screen shot of the current WIP model (need to clean up some things but this is mostly all for tests before I produce the final model)



http://img.photobucket.com/albums/v61/seforin/lowpoly.jpg
http://img.photobucket.com/albums/v61/seforin/highpoly_WIP.jpg
http://img.photobucket.com/albums/v61/seforin/highpolyface_WIP.jpg

(if your wondering, the high poly is only used for the normal maps, the low poly will have the details I have started over the nasty areas so dont worry =p )

jfalconer
01-03-2006, 02:38 PM
I'd be more concerned about other issues this model has before you get into the hair. However, an easy fix for you will be adding a ponytail.

GLandolina
01-03-2006, 04:07 PM
i'd like to point out that she's amazingly skinny.. legs... arms.
unless thats a stylistic choice.

Seforin
01-03-2006, 10:38 PM
Dunno if you guys read the last thing I wrote but..

----->>>(need to clean up some things but this is mostly all for tests before I produce the final model) <<<-----


I dont really need a critique since this model is a guinee pig to test normals / quick body modeling and quick anatomy (getting boobies rounded and not squared)

So if someone could supply me a answer about hair I would be a appreciated...

GLandolina
01-03-2006, 10:52 PM
well when most people say cleaning up they mean loosing spare polys and the such. so sorry for the misunderstanding.
anyway i'd go with the first one, where you model the bulk of the hair as part of the head then have the rest on planes.
http://img.photobucket.com/albums/v110/ghlpics/tech.jpg
blue being part of the head geometry, a bulge ontop
and red being planes.
(sorry 2 minute mspaint lol)

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