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View Full Version : How to model Hight-Poly Hair ?


Shellfish
03-01-2008, 06:04 PM
Hi! I know there are some tutorial on low-poly hair modeling and some may think that the Hair and Fur system maybe better. However, what I'm trying to understand is how do you plan the layout of the polys for the hairstyle that you intend to build. Like do you break the hair in to groups like the inner lay, outer lay, front lay...ets. What should we be thinking when building it? What refer to use in studying a way the hair is build on the real human heard and apply it in 3D?

gplzth
03-04-2008, 11:59 PM
Mine is not the voice of abundant experience, but I'd say it depends on what kind of hair you want. If you want high-realism, I think you're going to have to go with a hair/fur system. Polygons don't lend themselves well to strands. If you really want to do realism with polys, I'd think of doing the hair mainly as textures and then just using the hair model to arrange it. (If you play Half-Life 2 at all, look at the way they did Alyx's hair. That's a great example.)

If you don't want realism so much, polygons can work better with stylized hair. Look at 3D anime just for an example of that.

Shellfish
03-14-2008, 03:41 PM
Hi! This is what I have but it still need alot of work and I don't know where to start. Also when shadow is added, the shadow seen to dark. Should I play with my opacity map or the lights to adjust the shadows? Please Help!

http://i64.photobucket.com/albums/h193/shellfish_man/HairTest.jpg
http://i64.photobucket.com/albums/h193/shellfish_man/v2-1.jpg
http://i64.photobucket.com/albums/h193/shellfish_man/v4.jpg
http://i64.photobucket.com/albums/h193/shellfish_man/Hairc.jpg

Calegolas
03-14-2008, 07:09 PM
I donīt know which renderer you use but i would play with the shadow settings of your light. try to soften the shadows so that they loose sharpness. the darkness doesnt derive from your maps.
other thing is to play with the lightintensity as well as its decay rate.


As far as modeling goes I wouldnīt say that there is a lot more work to do. the hair realism fits to the overall of the model. I you want more realism you will have to do this on the whole model.

To my mind the hair is needs a specular map with lower specularity. Its still looking too "waxy"

SurrealDreams
03-15-2008, 10:26 AM
yo ric, hh here man. i don't know the solution to your problem but i have comments for your hair. like the previous post, it is a little too waxy and resembles a mop. looks like she just took a shower and the hair is clumping together. try to make them more separated.

joeedh
03-15-2008, 05:42 PM
You could try having the hair be somewhat transparent, making sure there's enough layers so the scalp doesn't show through.

For full-on hair systems (e.g. those that render lots of individual strands) having transparent strands simulates the fact that a strand is many times smaller then the width of a pixel. However, I don't know how well the technique would work here.

Joe

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