Really great work as well as great detailing there…nice job done, congratulation 
Eric Jackson(Low Poly Model), Qisheng Luo (3D)
@luoqisheng awesome work! How you create hair? Did you add all plane by plane or use some tricks for this? Please show texture. Maybe small tutorial?
Thanks guys, I really appreciate it.and thanks for the front page as well.
Here’s the wire frame of the character

and a no light version,

@luoqisheng how you create hair? Maunal plane by plane or use some tricks? Please, tell more. Can you show 2D texture?
AWESOME JOB! Perfect character. My congratulations!
thanks guys.
Scote: There’s really not too much difference bettwin low-ploy and mid-poly in game nowdays, I 've worked for some projects that have huge budget for their characters, and we always can use LODs anyway. here’s the count: 4624 tris for cloth,2292 tris for bag, 13818 tris for head and hands,2667 for hair,24553 total include teeth tongue and eyes.
TWOTIF: all hair planes are manually placed to head, no tricks really. only remember that you have a clear idea about what hair style you are going to do, and make sure every plane “grows” from scalp. Be careful and patient.
check links below see some info of hair:
http://www.lqs-art.com/upfile/20129520387960421.jpg
http://www.lqs-art.com/upfile/2012952038272005221.jpg
http://www.lqs-art.com/upfile/2012952038413593020.jpg
Actually that budget is quite adequate for this gen, on par with Uncharted and Gears for sure. Next generation of tech should completely blur the line.
@luoqisheng thank you! Big respect! Can you sea something more how and where I can lern made character like yours ?
You are inspiration me to hard work!
Hi every one, thanks to you.
Here’s the steps for my hair modeling:
1, make a simple plane, make sure it has enough division to modify but no need too much,copy it and place to the head.
2,make sure every hair card flow the hair style you want,and carefully make them close enough and avoid intercept at this time. and the hair cards’ normal should be front of camera.
3,at this stage you may need to paint the texture , you don’t need to care about the hair cards’ uvs by now, just paint it in Photoshop. About the size ,in my case ,I made a 1024*1024 texture. Paint the alpha map first. But before you paint alpha , you may need find some reference pics that can be used for a guide, or just simply trace on it , yes ,most of my hair alphas I did this way.but don’t blindly trace it , you should think what is good and what is not good. Paint couple group alphas, and these different alphas used for different area of hair, for example , left side hair may need one or two kinds of alpha ,and right side use another kinds, front hair also need its alphas, as well as back hair, and so on. once the alpha work done, make a simple color map , and go to next stage.
note: keep hair strokes a special layer away from solid white of alpha map.
4, apply the hair cards to the texture. From now you may need to unfold the hair cards’ uv and place them to the right alpha. this is not a interesting time, but please enjoy it. Once you finish , you may find there’s really not enough cards stand there.Go ahead, copy more cards , until it’s enough. Also there will be a lot of empty area between cards , and fix it if you find it.
5,Continue to fix problems of hair cards’ model and alphas, until it looks good, some area you may need more love than others , like the hair in front of forehead, like the hair on the temple, and hair line area.These are really hard places, make special alphas for them if needed.
6, create some random hair alphas to break angularity, make the overall looks more natural .
7, go on making a good looking color ,normal and specular maps. After hard and boring work done , this is much easier now. I do not have much comments for this stage.
8 , finishing, adjust the shader effect , I use a basic Blinn shader for hair , no advance shaders.
Ok ,I think it’s all my tech for the hair modelling. hope you will find something useful for you.
just let me know if you have more questions.
Very impressive texturing and great modeling.
I could see this guy running around in an Uncharted game.
Keep up the good work!
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