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I'm working on hair now. I've changed from UV-mapped texture to UV-mapped procedural which helps a little bit, but not as much as I'd hoped. Upon reflection, I realise this is an intractable problem, I just need to be careful to not stretch the planes too much across their breadth. In any case, I've figured out a workflow that allows me to make more better-looking hair more quickly than before. As always, the biggest two problems are: (1) How to make hair lie realistically across shoulders, or otherwise interact with the body. (2) How to make the hairline look natural. |
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An initial sketch working on hair and some translucent cloth. Some tests with the old mesh (which is more poseable) and the same hair (well, tweaked a bit) and a new lighting model. I kind of liked it, so I added a textured background and did a bit of postprocessing. An amusing distraction. Dye. Woman. Nudity. It's all good. |
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