Tube forms are used as a base for hair modeling.
- Use Harden Edge and Soften Edge appropriately to express the texture of hair (Smoothing Group in 3DS Max).
- The UV for the model must be laid out in one direction if possible. This enables Unity to show a natural-looking hair texture when the materials are applied.
- The hair object must not dig inside the mask and have the scalp showing. The head area must be sufficiently covered.
The hair must be made into a clumped shape. If the hair is done as a plane, the inside area of the hair will appear transparent when the character is rotated (Back Face Curl is recognized as Alpha).
Change the vertex color of the mask object that is hidden by the hair object to black (leave the other parts white).
Remove the hair object mesh that will be hidden by the mask object.
The image shows the hair texture. The UV must be laid out vertically to create uniformly textured hair.
The horizontal wires of hair must be in line to enable natural swaying after rigging.
Updated 2 months ago