Using a brush too, I had to draw on the lengh of the strand from its starting point, and adjust the straighness of the stand accordingy. It was quite difficult drawing strands that aren't follwing a base, so I had to re-import the hair to then draw on the ponytail at rhe top of the head.
When this was done, the hair was imported into Maya, and there, all the UVs for the strands had to be straightened and sorted into 4 groups:
- Long and thin.
- Long and thick.
- Short and thin.
- Short and thick.
This is also the same for the feathers, but only in 3 colour groups.
For the feathers, I removed all the faces of a cube, added divisions and widened the vertexes to form the shape f the feathers. One was made, duplicated/ resized and positioned around the centre of the ponytail.
I initially wanted to Z-Brush the character, but then realised that this process would be too consuming for me since the method for textuing the hair strands alone was somewhat tedious and therefore took up some of my time. From here onwards, bump-maps would be used to texture the surfaces of the game heroine and would hopefully speed up the process.

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