HOME | DD

vasilnatalie — Hair explained by

#blender
Published: 2018-01-18 06:37:16 +0000 UTC; Views: 581; Favourites: 9; Downloads: 15
Redirect to original
Description ToadieOdie   was asking about how I made this hair.  I think this pic should explain.  I've got a few locks that are curve objects-- they're not really that detailed, you could get rid of most of the verts apparent on that wireframe view.  I use a bevel object that was just a circle of verts I made and converted to a circle, and that's all that I really want, those 16 verts, times maybe that many edge loops, for each lock.

Most of the detail comes from the normal map, which I made by hand, which also isn't that complicated.  I use vasilnatalie.deviantart.com/ar… to generate the normal maps.  The mesh is pretty simple, and I do an array modifier with merge to make sure the normals are continuous at the seams.

That's the only texture in the node setup.  The node setup combines 2 glossy shaders for stronger highlights with 2 anisotropic shaders using slightly different colors and slightly different rotations.  In the pic, it's just been modified to make the emission for the normal map view-- you don't want to copy that node setup straight without looking at it.

When I write the curve objects to mesh objects-- done temporarily to create this picture-- I'll have to do some clean up on them to make them work well with the existing scalp and connect them properly to the hairline.
Related content
Comments: 3

ToadieOdie [2018-01-18 11:52:09 +0000 UTC]

Thanks for sharing this.

So from what I can tell, it's the normal map that is creating the look and feel I'm wanting (the sense that there are individual strands of hair in there) rather than the actual shape of the hair asset. Looks like I have one more thing to figure out how to do once I get the shape of the hair where I want it.

Not sure if I understand the node setup. Is that compatible with MMD/MMM? If not, I'm thinking I can put learning that on hold for now.

👍: 0 ⏩: 1

vasilnatalie In reply to ToadieOdie [2018-01-18 16:30:30 +0000 UTC]

> it's the normal map that is creating the look and feel I'm wanting (the sense that there are individual strands of hair in there) rather than the actual shape of the hair asset

Yeah, that's right.  If I wanted to, I could instead create a height map from that strand mesh and apply it as displacement to vertices on the hair, but that would require something like 20 times more vertices to pull off.  (But come to think of it, it might not be a bad technique, might be one I want to try sometime to see if I can use it to create something good.)

> Is that compatible with MMD/MMM?

No.  It's for rendering in Blender only.  You can use it to create textures for models, writing whatever it outputs to a texture image using a mesh's UV coordinates (that's what 'baking' is) but you'd lose all the view-dependent effects.

👍: 0 ⏩: 1

ToadieOdie In reply to vasilnatalie [2018-01-18 18:49:38 +0000 UTC]

See I thought there was something significant to the term "baking" that I just didn't get. I guess I won't mess with that for the time being and stick with the method of making textures I know. Better to focus on baby steps I think.

👍: 0 ⏩: 0