Due to the great ZBrush license errors I wasn't able to make much progress
this week and have fallen slightly behind. I'm confident in my ability to
catch up, however!
After talking with Nick last week, I went in and
started to set up a system for "hair cards", but more accurately, a way to
place fly away strand types over top of my more bulky hair chunks, without
having to do additional painful retops. I took my IMM brushes that I created
and did a retop pass and UV pass over each individual one to give myself
enough variety once I am ready to do a pass in maya with the placement of
them.
I then brought these back into ZBRush and did a high-poly pass over them, so that I could have enough detail to go in and bake overtop of the strands so their detail level will match the detail on the rest of the head-- however that is when the ZBrush licensing error occurred, and locked me out of my files until last night.
I didn't want to sit idly by, though, so I took the time that I would have been twiddling my tablet pen repeatedly clicking the ZBrush icon hoping it would load properly, and instead I started my deep dive research into the anisotropic hair pipeline through substance painter and unreal. Here's a list of videos I was referencing (may not be able to embed due to weird HTML issues with blogger).
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