we have all seen wonderful examples of cycles hair rendering capability, but still not applied to human hair (or i missed it), so i decided to make my journey to learn cycles hair here a wip thread. hoping of hints when i do wrong how to improve, and hoping to inspire others to try too…
it began with this dynatopo sketch i had posted already in dynatopo-thread. i made a retopo in blender by hand, got less than 800 polygons. next image shows same basemesh with just a subsurf modifier on (noting modeled, just subsurf step 2).
and the last image shows my first step for the hair. its not good right now, but it is only part of the particle systems i am planning to create (4 these are already)…
some progress. i have now 7 hairsystems, and like the “hairdo”, though it needs some more tweaks. also worked on the hair material, but it also needs improvement…
hey kramon, yes i hope so … so here is the next step: i added a multires modifier and refined the face to give it more definition. still needs work… and, i painted the skin texture in zbrush (hand painted, not foto projects) and created a material in blender with this texture. again, can be tweaked, but for the moment i am pretty happy with it… the plan is, to first create everything as in a “roughing out stage”, then in a second pass go over everything and tweak to perfection and work in harmony together (which certainly means tweaking so long that i got bored of it and call it done,) , i start to like my young man … lol …
worked some more on this young guy… now only one hairsystem (for the lashes) is missing… brows look quite horrible now, but i hope its only tweaking what is needed to make them look good…