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habariart — Sabine 040

#sabine #sabinewren
Published: 2015-03-25 19:17:24 +0000 UTC; Views: 1076; Favourites: 3; Downloads: 15
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Description In my previous attempt to paint textures for Sabine's hair, one of my difficulties was aligning the uv shells with the painted hair strands. The shape for Sabine's hair is so complex that I needed to break it up into 29 uv shells in order to properly lay the mesh pieces flat for texturing. That is a lot of seams! So it was nearly impossible to paint hair strands that would appear to line up right in the texture across the seams.

Zbrush to the rescue! I decided to use zbrush to sculpt in the hair strands instead of complicated 3d-to-2d location conversion. So far the zbrush approach seems to be working rather well. I now have a hair model with sculpted hair strands that I tried to match up with reference images of the character. Things are starting to look more accurate!

What I am now also able to do is mask off the cavities created by the sculpting process in order to aid in creating more appearance of depth in the texture. Still a few hours work ahead of me in the effort to get this right!

Believe it or not, this is my first time ever trying to model detailed hair in 3d.

Star Wars: Rebels is copyright Lucasfilm
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Comments: 8

0biwanken0bie [2015-03-26 02:47:55 +0000 UTC]

This looks great! Did you add the details in Maya, Zbrush, or something else?

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habariart In reply to 0biwanken0bie [2015-03-26 04:27:54 +0000 UTC]

I originally created the polygon mesh for the hair in maya, starting from a simple 4x4 poly plane.
After much time spent adding edges and adjusting the shape - it was as appeared several images ago.
This is the model brought into zbrush and sculpted for hair strand detail.
Once I'm done with the texture painting in zbrush, the hair won't still have 250,000 polygons like it does here.
I did all this just so I could create an accurate and detailed texture map for her hair.

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0biwanken0bie In reply to habariart [2015-03-26 10:11:47 +0000 UTC]

I've heard of people using brush to put tons of detail into a sculpt, and then use it just to make displacement or bump maps, so as to transfer the detail without all of the poly count. Is that what your doing here?

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habariart In reply to 0biwanken0bie [2015-03-26 15:04:35 +0000 UTC]

You are right that this is the method that many people use to create displacement or bump maps onto meshes with relatively few polygons. In this particular case I wasn't intending to create those pseudo-3d details, but rather to create a better texture map.

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0biwanken0bie In reply to habariart [2015-03-26 16:05:45 +0000 UTC]

Ahhh.... Okay. I wasn't sure if you were doing those types of file too.

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Gab2671 [2015-03-25 20:17:48 +0000 UTC]

Looks a lot like Chocolat with that texture xD

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habariart In reply to Gab2671 [2015-03-25 21:45:44 +0000 UTC]

A new tradition this year! Chocolate Sabines for Easter candies!

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0biwanken0bie In reply to habariart [2015-03-26 02:46:38 +0000 UTC]

Yum! I could actually go for that! 

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