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 )
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 )
