How To Create A Fantasy Character With Curly Hair
Modeling
When shaping the character’s hair, I first sculpted the overall form, grouping, and flow of the hair in ZBrush. Then, I imported it into Maya, enabling the snapping feature to draw curves based on the previously sculpted trends. After adjustments, I converted these into XGen guidelines, forming the first level of the base hair.
Then, I selected an appropriate portion from these curves to generate the second level of hair, which lies on the surface of the first level to enrich the details. Special attention was paid to the rhythm of density and the silhouette when selecting and adjusting the curves.
Finally, I repeated the previous step to select a certain amount of curves to generate the third level of hair, adjusted the curves to the outer layer of the overall hair, set a lower value for the hair count and added some noise to create a relatively sparse and messy effect, making the hair look more natural overall.
At last, I imported all of these into Unreal 5 to adjust the color and glossiness, and the production of the hair part was completely finished.
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