How to 3D Model and Texture Hair✨[Low Poly Tutorial] — Transcript
Full transcript
- 0:00The most frustrating part of the 3D
- 0:02modeling process by far that I get the
- 0:04most questions about is modeling the
- 0:06hair. Where do you even begin? It is by
- 0:09far the most painful part of the
- 0:11process. It can be so hard to manage all
- 0:14these disperate little pieces of hair.
- 0:16And it's really hard to just simplify
- 0:18that down into a low poly model. It's
- 0:21difficult to find where to even begin
- 0:22and what each step of that process looks
- 0:24like. That's why in this video today,
- 0:26I'm going to break down all the
- 0:28different steps I use to make low poly
- 0:30hairstyles just like the ones you're
- 0:32seeing on screen right now. And by the
- 0:34end of this video, I think you're going
- 0:35to have a much better idea and a whole
- 0:36lot more tools in your tool belt in
- 0:38order to make any low poly hairstyle you
- 0:41can possibly imagine. But without
- 0:42further ado, let's jump right into it.
- 0:47Make sure to like this video and
- 0:48subscribe to my channel if you'd like to
- 0:50see more content just like this. and
- 0:52comment below if you find this video
- 0:54helpful. Thank you. And I have some
- 0:55bonus tips at the end of this video for
- 0:57how to texture low poly hair. So, make
- 0:59sure to stick around to the end. This
- 1:00tutorial is going to be a little bit
- 1:02more advanced. So, if you're brand new
- 1:04to Blender and just starting out, I'd
- 1:06highly recommend you start with my low
- 1:07poly character modeling series, which I
- 1:09will link in the description below this
- 1:11video. Before we break down all the
- 1:12different shape types of low poly hair
- 1:14and talk about my actual workflow for
- 1:16making low poly hair 3D, let's talk
- 1:18about the absolute fundamentals first.
- 1:21In order to model low poly hair in 3D,
- 1:24it's really essential to understand the
- 1:26core behind what we're actually doing
- 1:28here, which is simplifying. In real
- 1:30life, the hair in our heads tends to
- 1:32have between 90,000 to 150,000
- 1:36individual strands. That is obviously
- 1:38far too much detail for us to model in a
- 1:41low poly model. So, in order to make any
- 1:43hairstyle low poly, we must simplify it
- 1:45into its fundamental shapes using as
- 1:48little geometry as possible. If you've
- 1:51ever studied drawing before, you may
- 1:52have heard that simplifying the complex
- 1:54forms of the human body into simple 3D
- 1:57shapes helps us draw and shade the human
- 2:00form. And in a similar vein, taking
- 2:03thousands of strands of hair and
- 2:04simplifying them into simple geometric
- 2:07shapes helps us model hair in 3D. As a
- 2:10result, finding references of the
- 2:11hairstyle you'd like your character to
- 2:13have, and tracing low poly geometrics
- 2:15forms on top of it can actually be a
- 2:17pretty great way to plan out your 3D
- 2:19model's hair. And in general, using
- 2:21references when constructing your low
- 2:23poly hair can be very, very helpful. One
- 2:25of the best resources for finding low
- 2:27poly hairstyle references are websites
- 2:29such as the models resource, where you
- 2:31can download characters from games such
- 2:33as Mega Man Legends and study how their
- 2:35hairstyles were constructed on such an
- 2:37incredibly tiny triangle budget. Any
- 2:40character models you can find on this
- 2:41website from the PS1 to PS2 era would
- 2:44probably be a very great source of
- 2:45reference as you're building out the
- 2:47topology of your hair. SketchFab also
- 2:49has really excellent 3D model resources
- 2:51available on it as well. But don't be
- 2:52afraid to get references of high poly
- 2:54hairstyles or images of actual hair
- 2:56because any hairstyle can be simplified
- 2:59down into low poly hair using the
- 3:02different hair shape types we're about
- 3:03to discuss right now.
- 3:06Modeling just about anything in 3D is
- 3:09easier when you split it into chunks. As
- 3:11a result, I like to split my low poly
- 3:14hairstyles into shape types. Keep in
- 3:16mind that this is just how I like to
- 3:18break it down for my own projects. And
- 3:20this is not a definitive list. Just a
- 3:22lot of tools, techniques, and shapes
- 3:24that you can use in order to model your
- 3:26unique hairstyle. But let's start with
- 3:28the most fundamental shape type of hair,
- 3:30which I'll call the head base. You can
- 3:32think of this part as the overall shape
- 3:34of your character's skull. Even if you
- 3:36have a crazy hairstyle that goes all
- 3:38over the place, beginning your hair by
- 3:41modeling in this headbase can be a great
- 3:43reference point for you to place other
- 3:45layers of hair on top of, such as the
- 3:47next low poly hair shape, planes. Planes
- 3:51are exactly what they sound like. These
- 3:53are literally planes that have no
- 3:55thickness, so they're paper thin, that
- 3:57represent the strands of hair that lay
- 4:00on top of the headb. These represent
- 4:03parts of your hair such as bangs,
- 4:04curtain bangs, cowicks, and more. I
- 4:08always start these with a literal plane
- 4:10in Blender that I then extrude from and
- 4:12align with my turnaround drawing. I
- 4:14often extrude from this plane and have
- 4:16triangles in these hair strands, which
- 4:18is fine because we do not need to
- 4:20subdivide our low poly hair. If any part
- 4:23of the hair I'm modeling is symmetrical,
- 4:25I try to put a mirror modifier on it as
- 4:27soon as possible because I'll be able to
- 4:29model it in 3D twice as fast. And that
- 4:31goes for planes very often. The next
- 4:33shape type though is what I call hair
- 4:35spikes. You can make these by extruding
- 4:38from a plane, then merging it at center
- 4:40in Blender. These are usually on the
- 4:42sides or the back of the hair. You see
- 4:44hair spikes in a lot of anime inspired
- 4:47low poly styles, such as the Mega Man
- 4:49Legend series, and you can see some
- 4:51examples of them here. Another useful
- 4:53shape type, however, are curtains. That
- 4:55name actually doesn't make that much
- 4:57sense in hindsight, but whatever. The
- 4:58name doesn't matter. They're the part of
- 5:00the hair which hang off the back of the
- 5:02head base directly for longer
- 5:04hairstyles. These are often just plain
- 5:06shapes with some loop cuts in between.
- 5:09And if you're keeping notes, you'll
- 5:10notice that on the back of Panty
- 5:12Anarchy's hair here, you can see little
- 5:14hair spikes interspersed with the back
- 5:16of her hair. That's an example of
- 5:18combining these different shape types.
- 5:20This next shape type is more like a
- 5:22technique in order to utilize image
- 5:24transparency. Hair cards. These are
- 5:27transparent clanes that have a texture
- 5:29applied to them that has hair drawn onto
- 5:31it, allowing you to have extremely round
- 5:35smooth shapes in your hair or highly
- 5:38detailed hair types that just typically
- 5:40wouldn't normally be achievable in a low
- 5:42poly count model. You can use this for
- 5:45very wavy or curly hair if you want a
- 5:48very smooth look in your low poly
- 5:50character's hair. or you can use this to
- 5:52add so much more detail to your hair
- 5:54without actually adding any more
- 5:56triangles to your model whatsoever. So,
- 5:58if you want to save on your triangle
- 6:00budget, this is a really fantastic
- 6:02technique. Another trick I like to use
- 6:04with hair cards are taking them and then
- 6:06duplicating them into a circular shape,
- 6:09allowing for complex shapes found in
- 6:11things like bunny tails or cheerleader
- 6:14pom poms. You can even set these up to
- 6:16be tracked to the position of your
- 6:18camera so that it's always following it.
- 6:20kind of like a sprite in Doom might.
- 6:23Games like Mario 64 even do a trick
- 6:25where some elements of their body are 3D
- 6:28whereas other parts are 2D. Doing so can
- 6:30really help you save on that poly count.
- 6:33That's called billboarding. Though I
- 6:34don't personally do that in Blender
- 6:36often. Finally, the last shape type
- 6:38we'll discuss here are what I will call
- 6:40boxes. These are the parts of your
- 6:42models like ponytails, pigtails, or buns
- 6:45that are made of 3D box-like shapes.
- 6:48Boxes are extremely useful for larger
- 6:50hair shapes and are usually made up of
- 6:52quads, but sometimes end in tries. You
- 6:55can see examples of these shapes in my
- 6:57Juliet and Carmelita models here. Notice
- 7:00how they combine different shape types
- 7:02together. With all these different
- 7:03techniques and shape types out of the
- 7:05way, how do we actually model hair in
- 7:073D? Let's jump right into my actual
- 7:10step-by-step workflow for modeling hair
- 7:12in 3D. Before I ever start modeling
- 7:16hair, I model the face of my character
- 7:19first, usually with this very simple
- 7:21face topology. I have a tutorial on how
- 7:23to model faces right here if you'd like
- 7:25to check it out. The first part of the
- 7:27hair I model, however, is the head base.
- 7:30Or maybe it'd be more accurate to call
- 7:32this the hair base because for my own
- 7:34workflow, I only start with this simple
- 7:36face geometry. Then after modeling my
- 7:38face and getting that face geometry in
- 7:40place, I spawn in a cube that I then add
- 7:42a series of loop cuts into as needed in
- 7:45order to make it more round and shaped
- 7:47like hair. It's always better to start
- 7:49with too little detail in your low poly
- 7:51model than to start with too much. I'll
- 7:53also delete half of my cube and put a
- 7:55mirror modifier on this so that I can
- 7:57get it in place much faster. So I don't
- 8:00have to model everything twice. It'll be
- 8:01way faster. And this part of the hair is
- 8:04usually symmetrical anyway. So to start
- 8:06off with, I almost always add a mirror
- 8:07modifier. After I've added a few loop
- 8:09cuts onto my cube, I shape it in a way
- 8:11that better represents my turnaround
- 8:13drawings front and side view. If you
- 8:15don't know how to place turnaround
- 8:16drawings in Blender, I have a tutorial
- 8:18that covers that right here. And as you
- 8:20continue to refine your hair shape, you
- 8:22can move some of the geometry on this
- 8:24cube a little bit more outward if your
- 8:26hair has a bit more volume in the sides
- 8:28of it or if it's a little bit more wavy
- 8:30and floofy. And every piece of low poly
- 8:33hair I ever build either begins as a
- 8:35plane or a cube. For example, I always
- 8:38model bangs with simple planes, whereas
- 8:40things like ponytails are modeled with
- 8:42cubes that I then modify as needed from
- 8:45there. And while I have actually modeled
- 8:47this hairstyle before, it still took me
- 8:49quite a few attempts off camera to get
- 8:51this looking correct. Even for me,
- 8:53modeling hair is not easy and takes a
- 8:56lot of trial and error. And if my
- 8:58hairstyles bangs are not symmetrical,
- 9:00like they're not in my case here, I'll
- 9:02apply my mirror modifier, then start
- 9:04extruding from my hair base directly.
- 9:06And again, don't be afraid to use
- 9:08triangles on your hair or intersect your
- 9:10face geometry with your hair geometry
- 9:12when needed because we do not need to
- 9:14subdivide our low poly model. So having
- 9:16tries on our model is perfectly okay.
- 9:31And throughout this part of the process,
- 9:32I'm pressing Alt + C to turn on X-ray
- 9:35view so that I can compare how my 3D
- 9:37model is looking directly against my
- 9:40front view turnaround drawing. I could
- 9:42also move my turnaround drawing in front
- 9:44of my model and just lower its opacity,
- 9:47but this was just a little bit faster in
- 9:49my case here. I'll also occasionally use
- 9:51the knife tool, which is K in Blender,
- 9:54to make new loop cuts around my model,
- 9:56along with the merge tool, that's M on
- 10:00your keyboard, uh when I'm in vertex
- 10:02select in order to merge verts together.
- 10:10[Music]
- 10:20Now that the basic shape of my low poly
- 10:22hair is in place, I try to combine all
- 10:24the different chunks of my hair along
- 10:26with my face geometry and merge verts
- 10:28together to fill in any visible holes in
- 10:31my geometry as needed.
- 10:35Something I'll do a lot during this part
- 10:36of the process is go to edge select,
- 10:39then I'll shiftclick two different
- 10:41edges, and then press F, which will
- 10:43essentially bridge those two edges
- 10:45together. Uh, which is really useful
- 10:47when you're trying to kind of fill in
- 10:48these holes here. And again, I'm not
- 10:50worried about creating tries here
- 10:53because this is a low poly model. It's
- 10:55not getting subdivided and it won't
- 10:57really be an issue.
- 11:02[Music]
- 11:08[Music]
- 11:15Heat. Heat.
- 11:23[Music]
- 11:31And here I'm kind of just playing with
- 11:33different vert positions and trying to
- 11:34clean up my geometry overall because
- 11:37just because something looks accurate to
- 11:39your turnaround drawing does not always
- 11:41mean it looks great in 3D and sometimes
- 11:43needs some final touches. And after my
- 11:45hair base is modeled here, I used it as
- 11:48a point of reference as I start blocking
- 11:49in any other hair shapes that the
- 11:51hairstyle requires. These are the hair
- 11:54shape types we just discussed. So things
- 11:56like bangs, ponytails, curtains, cowl
- 11:58licks, etc. This is just a quick demo,
- 12:00so this top apology here isn't perfect,
- 12:02but that's my hair modeling workflow.
- 12:03With all those techniques and shape
- 12:05types, you can model just about any
- 12:06hairstyle you can imagine.
- 12:09After you've made a few low poly
- 12:11hairstyles, it becomes much faster to
- 12:13make new ones after that point. That's
- 12:15because you'll be able to take an
- 12:16existing hairstyle from a model you've
- 12:18already made, then copy and paste it
- 12:20into your new scene and remix it into a
- 12:22new hairstyle rather than needing to
- 12:24start from scratch every single time.
- 12:26You can do this by going to file,
- 12:28append, then locating the blend file you
- 12:30want the hairstyle from on your
- 12:32computer, then clicking on the object
- 12:34folder where you'll find your hairstyle
- 12:36object. Just make sure you've named your
- 12:38hair object properly in your blend file
- 12:40before you do this. Not only does
- 12:41remixing hair save you a bunch of time,
- 12:43but it can also be a great way to study
- 12:46different hair modeling techniques. In
- 12:48fact, that's why I'm including every
- 12:50hairstyle you see on screen right now
- 12:52into a hairstyle mega pack. Earlier, we
- 12:55talked about the importance of having
- 12:56reference. And this mega pack gives you
- 12:583D reference of the actual topology and
- 13:01texturing techniques I use to create
- 13:03almost every low poly hairstyle I've
- 13:05ever made in 3D. This pack contains a
- 13:08blend file with all these different
- 13:09hairstyles, including all their original
- 13:11hair textures. In order to see exactly
- 13:13how I've built the geometry and textured
- 13:16these hairstyles, you can even use this
- 13:17topology to quickly remix these
- 13:19hairstyles into a brand new one. You can
- 13:21download this pack on my Patreon page
- 13:23today. Plus, this hairstyle mega pack
- 13:25just got added as part of my Gumroad
- 13:27course that teaches my full workflow for
- 13:29creating any low poly character. And I
- 13:31really do mean my full workflow. We talk
- 13:34about the fundamentals of character
- 13:35design, drawing turnaround drawings,
- 13:37painting textures, rigging your 3D
- 13:39model, animating it, and more. The price
- 13:42of this course increases on the 10th of
- 13:44August, so make sure to get it today if
- 13:45you're interested. Link to both my
- 13:47Patreon and the Gumroad course are in
- 13:49the description below this video. But
- 13:51now, let's talk about texturing hair.
- 13:54Hair texturing technique can vary wildly
- 13:57from different artist to artist, and
- 13:58there's a lot of options with low poly.
- 14:00In my texturing style, I like to keep
- 14:02things extremely basic and divide my
- 14:04hair shading into three separate chunks:
- 14:07base color, shadow color, and highlight
- 14:09area. My hair's base color is usually a
- 14:12pretty bright, whereas my hair's shadow
- 14:14color is usually at least 20% darker and
- 14:17more saturated. My hair's highlight
- 14:19color is often pure white, though
- 14:21sometimes it's a tinted color. You can
- 14:23find examples of either in so many
- 14:25different animations and illustration
- 14:27art styles, so the color choice is
- 14:29completely up to you. For the edge
- 14:30highlights I have on my hair, that's
- 14:32actually achieved using a Goo Engine
- 14:34exclusive shader effect called a
- 14:36curvature node. I get a lot of questions
- 14:38about this, so here's what my node setup
- 14:40looks like. This shading effect is
- 14:42unfortunately Guine exclusive for the
- 14:44time being. However, I guarantee this
- 14:46will eventually be a part of Main
- 14:48Blender after they've developed their
- 14:50NPR rendering pipeline a little bit more
- 14:52over the coming years. After I figured
- 14:54out my hair's base color, shadow color,
- 14:57and I've designed its highlights, I will
- 14:59put all three of those onto my texture
- 15:02map. For example, here's how that setup
- 15:04looks like on my low poly ALO model. I
- 15:07ended up putting these on Aulo's face
- 15:09texture here. However, I could have also
- 15:11added this to his body texture, and that
- 15:14would have been perfectly fine as well.
- 15:15I have my hair's base color right here,
- 15:18its shadow color right here, and its
- 15:20highlight color, and the design of its
- 15:23highlights right here on my texture map.
- 15:25For UV unwrapping, I like to unwrap all
- 15:27my hair models faces into three
- 15:30different sections of my UV map. One for
- 15:32my hair's base color, another for its
- 15:34shadow color, and a final section for my
- 15:37hair highlights. Before I start this
- 15:39process though, I will select all the
- 15:41geometry on my character that makes up
- 15:43their face and then press P to separate
- 15:45it from the rest of my hair just so that
- 15:47I can more easily UV unwrap my
- 15:50character's hair. For my hair's base
- 15:52color, I'll just UV unwrap it after
- 15:54selecting all the faces on my hair
- 15:56model. Then I move those faces in the UV
- 15:59editor to the section that has my hair
- 16:01base color. In the case of my panty
- 16:03anarchy model, I utilized a texturing
- 16:06technique called gradient texturing.
- 16:08Gradient texturing is where you add a
- 16:10gradient onto your texture that, in our
- 16:12case here, will smoothly transition from
- 16:14the hair base color to its shadow color,
- 16:17which gives my hair a really nice
- 16:20fall-off that makes it feel, you know,
- 16:21more 3D, less flat, and gives it some
- 16:24more color depth. And for my shadow
- 16:26color, I actually do the exact same
- 16:28thing that I did for my base color of my
- 16:30hair, where I select all the faces on my
- 16:32hair that I want to have my hair's
- 16:34shadow color. Then I move plus scale
- 16:36those faces in the UV editor to the
- 16:38section on my texture map that has my
- 16:40hair shadow color. And then finally, for
- 16:44hair highlights, I use my turnaround
- 16:46drawing as reference for where I would
- 16:48like to place my hair highlights on my
- 16:50hair. Keep in mind that at this point
- 16:52I've already essentially copy and pasted
- 16:54the hair highlights I already drew on my
- 16:57turnaround drawing and I've pasted it
- 16:59into my texture sheet. Then I go to the
- 17:02front orthographic view in Blender. Then
- 17:04select all the faces on my model that I
- 17:07want to receive hair highlights. Press U
- 17:09on my keyboard and click the project
- 17:12from view option. That will project my
- 17:14selected faces from the perspective of
- 17:17my camera, which I can then move and
- 17:19scale in the UV editor to align with
- 17:21wherever I put my hair highlights in my
- 17:23character's texture map. I try to do
- 17:25this for both the front and the back of
- 17:27my hair so that I can have additional
- 17:29detail on that side of the hair as well.
- 17:31And when UV unwrapping my bangs, I will
- 17:33sometimes use the project from view
- 17:34option after selecting them, then rotate
- 17:37their geometry in the UV editor so that
- 17:39the underside of my bang is getting a
- 17:41slight shadow on it. This is a nice way
- 17:44to add detail. And ideally, you have
- 17:46your hair base color on top of your
- 17:48shadow color or directly below your
- 17:50shadow color in your UV map vertically
- 17:52or horizontally so that this transition
- 17:54looks nice and sharp. But that about
- 17:56covers modeling and texturing hair. If
- 17:58you want to take the next step, my
- 18:00Gumroad course that teaches my workflow
- 18:02for creating any low poly character, and
- 18:04that's everything from how to draw
- 18:06turnarounds to texturing your characters
- 18:08and rigging your final 3D model, now
- 18:10includes my hairstyle mega pack as well.
- 18:13The value on this is insane, and as a
- 18:16result, the price of the course is
- 18:17increasing on August 10th. So, make sure
- 18:20to get it today if you're interested.
- 18:22Link is in the description below this
- 18:23video. Thank you so much for watching,
- 18:25though. Please like the video and
- 18:26comment below. and subscribe if you
- 18:28found this helpful.
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