Hair in modern games is more impressive than ever. By mapping hair textures to a bunch of geometric cards, strikingly convincing hair visuals can be achieved. In this course, I'll show you how we can accomplish such hair with Blender.
CGCookie Creating Hair Cards for Realtime Characters
3. Grooming - This stage takes the most amount of time: Populating and shaping hair cards on to your character's head. We will utilize Blender's bezier curves to create and manipulate hair cards, which is far simpler compared to mesh modeling. By breaking down the hairstyle into 4 layers, the workflow becomes more manageable.
I'm not sure, but I think it should, although it wouldn't be very usable. This course is not meant for realtime characters (and the complex shaders won't port at all, because the Game engines use a different renderer).
Of all the new AAA games out there, the hair cards are freely intersecting without much visible drawback, but any tutorial on the matter emphasize the importance of keeping them clean and mostly separated.
Various sources say that to eliminate intersecting normals on the cards, a primitive mesh of the hair is placed as a normal reference for baking new normal maps. I can see how this fixes some of the problem, but when using overlapping UVs to save texture space, this method seems useless.
The third one I will use to give some variation and to close some possible holes in my hairstyle. When using hair cards you will end up with the hair looking good from an angle and with a weird gap from a different one. So this relatively low density strand will be used to cover those up.
First of all, organize yourself. Create the hair cards and place each one of them on a different layer. For each strand create a spline and make sure you name them right. Being organized is really helpful and will make your life way easier. 2ff7e9595c
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