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Consideringthepickle
08-06-2006, 02:16 PM
I posted this on the Blender Artisist Forums (Modelling Section) already, but have gotten no replies.

Does anyone know how I can model this in 3D:

oldskoolPunk
08-06-2006, 03:26 PM
It looks pretty much like straight lines to me. What part is giving you problems?

Apollux
08-06-2006, 03:56 PM
I looks pretty easy to do. Get a duplicate of the scalp, upscale a little and start pulling vertex out of it with subdivision on.

Consideringthepickle
08-07-2006, 07:10 AM
I really want to preserve the look of the 2d concept though -in that the hair will seem flat from every angle, although I want to be able to rotate around the character and have his hair in 3d.
I was thinking of modelling it like you're saying, but using shadeless material. I might try that if I can't find a better alternative.

Apollux
08-08-2006, 04:18 AM
Toon shader with little or no specularity :thumbsup:

TroutMaskReplica
08-09-2006, 04:21 AM
Toon shader with little or no specularity

or even set to shadeless.

Consideringthepickle
08-09-2006, 06:32 AM
I've been looking for a character with a similar hair style to that of my character and I found this:
See attachments.

I want to try to model my character's hair similarly to this character, however I want to somehow model so that from most angles only the 3 spikes are visible.

kattkieru
08-09-2006, 05:08 PM
or even set to shadeless.

Shadeless'll be the easiest way, if you're not using toon lines. I think Sonic the Hedgehog and Dragonball (Goku or Gohan) are the likely candidates for shape study. The trick, I think, is mostly just to try to keep the bits aligned such that at any one time some are always out at the sides or poking up, while the rest are looking at the viewer.

Sonic doesn't cover this, but his body quills are interesting in that Sega managed to move him from a 2D sprite to a 3D model rather effortlessly, and studying the difference between the two versions should prove helpful for you. If he were shadeless in the following images, for example, and the quills were all lined up horizontally, it'd seem like he only really had three or four quills running down the center of his back. Have a look:

http://xbox360media.ign.com/xbox360/image/article/704/704886/sonic-the-hedgehog-20060503110126280.jpg
http://www.playingzone.com/images/jeux/ps3/sonic_the_hedgehog_sc9.jpg
http://www.analogschtick.com/uploaded_images/sonic-the-hedgehog-20060510003725335-786014.jpg

I'd probably start with just modeling three spikes -- one on the right, one on the left, and one on the top -- then copying, pasting, and rotating them to fill out the head of hair.

I don't recommend using the toon shader (if you're not going shadeless) because you don't get the same level of control over where you can place the division between the dark and light toon colors. A ramp shader (two colors set close together, set to "Energy") coupled with a sun lamp creates a toon-shaded look, but with the lamp you can angle the toon shadow color and place it wherever you like. You can even cheat the lamp to one side or the other for those instances when you want a flatter-shaded shot.

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