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Hair Modelling Tests

Original Hair on Model


Feedback suggested it was too anime with the exaggerated spikes.

Cut back to a base hair model to build on

Using Mudbox the pull out some strands and then Maya to neaten the geometry This still didnt look soft and natural and the polycount was in the 14,000

We then tried a method using a games modelling technique

Flat plains shape the hair as desires then a texture it plugged into the geometry with an Alpha channel. The Alpha channel uses a grey scale to dictate transparency.

Hair Texture
Hair Texture without Alpha

Hair Texture with Alpha

The following are a few Renders of the new hair

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