head

Polygonal Hair Test (WIP)

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In my last post, I challenged myself to do a convincing looking polygonal hair. I analyzed a lot of pictures of big animation studios, particularly the studio of Final Fantasy franchise. And I can tell you, that made a lot of difference.

I’m not yet, with an hair that looks incredible, but I think I’m in the way… The main problem right now, is the absence of shadows projected by the hair. For a more convincing look, I had to disable the shadows of the hair avoiding it to cast shadows in itself. But I do not figure a way out to cast the hair shadows in others objects (like the head). Maybe I can do that in the compositing? any suggestions?

This is what I got so far:

Head Almost Done!

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I’ve just finish working on the skin shader for my female character. The head is almost done, I just want to improve the eyes and the hair shaders. Maybe I’ll switch to particles hair, since Blender does not support anisotropic specularity, required to make a realistic shader for polygons’s hair. I’m really frustated about it. How Blender does not offers support for anisotropic specularity? Anyway, That’s it for today! 🙂

Texture Projection on the Head

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Today I used one very cool add-on for Blender: Bprojection. With it you can use real images to paint the texture direct over your object. Is a really fun task. After I finished paint my character head, I’ve opened it on Photoshop to do some adjusts, finishing with a very good result.

There is a very good video tutorial about this add-on on Blender Cookie. Below, I’ll post the links for the add-on, also for the video tutorial.

This is the result of the texture projection in Blender:

After I’ve finished this character and gain enough knowledge, I intend to do some making-of series with tips and tutorials about my workflow in this project! 😉