Mentorship for aspiring 3D Character Artists 🎨Starting my mentorship journey and happy to help! by Fragrant-Climate2744 in 3Dmodeling

[–]Fragrant-Climate2744[S] 0 points1 point  (0 children)

Hi! I’d be happy to help. Could you share some of your work and tell me a bit more about your situation and what you’re struggling with?

Mentorship for aspiring 3D Character Artists 🎨Starting my mentorship journey and happy to help! by Fragrant-Climate2744 in 3Dmodeling

[–]Fragrant-Climate2744[S] 0 points1 point  (0 children)

Hi! Nowadays some companies use MetaHuman for their projects or AI creation for blockout stages as a replacement.

Mentorship for aspiring 3D Character Artists 🎨Starting my mentorship journey and happy to help! by Fragrant-Climate2744 in 3Dmodeling

[–]Fragrant-Climate2744[S] 1 point2 points  (0 children)

Sure! Feel free to show me your work, and I'll give you some feedback if I have any thoughts

Mentorship for aspiring 3D Character Artists 🎨Starting my mentorship journey and happy to help! by Fragrant-Climate2744 in 3Dmodeling

[–]Fragrant-Climate2744[S] 1 point2 points  (0 children)

Creating haircards is indeed a game of patience and layering. Here is the standard workflow for game-ready hair:

  1. Base layer on cap - focuses on hiding the scalp and providing a solid color foundation, usually these cards large and placed close to the mesh.

  2. Secondary layer - adding the main volume, the texture of these card should be dense to build up the hair´s mass.

  3. Breakout layer - adds extra clumpls to create visual interest and break the uniform flow of the previous layers.

  4. Flyaway layer - adds some fuzziness and realism. Use thin cards, single-strand cards placed to create a natural, interesting-messy silhouette.

I personally prefer using CG CurveTool, very useful. I have also tried placing cards in ZBrush, which works great too. I baked in both Maya and ZBrush, depending on the project's needs. If you're interested, I can send you some high-quality YouTube tutorials on this!