Witch modelling: the hair
I decided to tackle the hair next. Before anything I did a little research into different hair modelling methods, eventually going off of this stylised character tutorial off gnomon which Vee sent me: https://uca-thegnomonworkshop-com.ucreative.idm.oclc.org/tutorials/modeling-a-stylized-character-for-games. I had to modify the techniques slightly as I currently don't have access to Zbrush. I started out by modelling a very basic base mesh in Maya which I would then sculpt in Mudbox. This process was quite fun and challenging, I had to figure out how to add the volume of the hair that's in the orthographs without her looking silly, which I think I was able to pull off in the end. I decided that the Witch wouldn't remove her hat at any point, so the hair didn't need to look good on the top.
Once I'd modelled the rough base mesh, I took it into Mudbox to refine the hair clumps. It took a few tries to figure out the best technique for getting it to look how I wanted. I ended up using a combo of the wax, pinch and smooth tools.
Once the sculpts were done, I imported them back into Maya and made them live objects, using the quad draw tool to create the final hair meshes. I then made sure the vertices were in the right place to capture as much detail from the High poly base mesh as possible.
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