I’ve never done a full 3D model before but, I do know a bit about it. I’ve been using 3DS Max for seven years but, never really got into creating full models.
I’m creating my own Sonic The Hedgehog character, and so I basically I need this hairstyle…
As you can see I used Shadow The Hedgehog as a base and already done some edits to him.
I was thinking about using the hair particles for this but, I want to know if there are any other methods.
^snicker^. And there’s the rub, aside from the lesser control. Though that setup isn’t actually so bad; it takes less effort to understand it than it would take creating it from scratch. Thanks! That’ll come in handy for something I want to do. tiptoes back out of the thread.
You’re somewhat limited with procedural generation- while there are ways, if you want strand by strand precision, you’ll need to model it instead the game models you’re referencing (from Sonic games) use hand modeled strands. I’m not knocking the geonodes options at all, just saying that eventually you choose either speed/proceduralism or precision/hand modeling
I was really stuck between somehow modeling the hair with a fast method and then rig it afterwards or just hand model the hair and then rigging the it. (Somehow I knew the consequences between the methods) I knew I needed to hand make the model with precision but, I really had to be sure of what I can and can’t do.
And plus, I need to make the hair strands symmetrical. I do appreciate you showing me these things though, I can use them for other things instead.
Cool, whatever works for you, the nice thing about Blender and 3d in general is there are many ways to achieve what you want,
I often watch Houdini, C4d, and 3ds tutorials, because the principles are mostly the same. Its amazing how much you can pickup watching sometimes totally unrelated tuts, and suddenly you think, hang on?! I could use this technique to achieve something else.