3D Modeling - Hair
STEP 1 : Modeling
Tube forms are used as a base for hair modeling.
![modeling2_h_01.jpeg 2358](https://files.readme.io/b19e800-modeling2_h_01.jpeg)
- 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.
![modeling2_h_02.jpg 2202](https://files.readme.io/a913d62-modeling2_h_02.jpg)
- The hair object must not dig inside the mask and have the scalp showing. The head area must be sufficiently covered.
![modeling2_h_03.jpeg 2328](https://files.readme.io/de2895c-modeling2_h_03.jpeg)
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).
![modeling2_h_04.jpeg 300](https://files.readme.io/d6eaefd-modeling2_h_04.jpeg)
STEP 2 : Optimization
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.
![modeling2_h_05.jpeg 2542](https://files.readme.io/b0a22f9-modeling2_h_05.jpeg)
The image shows the hair texture. The UV must be laid out vertically to create uniformly textured hair.
![modeling2_h_06.jpeg 300](https://files.readme.io/936de92-modeling2_h_06.jpeg)
The horizontal wires of hair must be in line to enable natural swaying after rigging.
![modeling2_h_07.jpeg 300](https://files.readme.io/d33d625-modeling2_h_07.jpeg)
Updated 8 months ago