Modeling Stylized Hair

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All the hair, none of the strands.

 

Stylized hair is prominent in cartoon genre’s like anime, manga, comic books, and Disney animation to name a few. It’s a popular artistic approach to visualize hair without needing to address individual hairs.

What You’ll Learn

 

The workflow in this lesson focuses on using bezier curves to easily generate and edit locks of hair:

  • Setting up taper and bevel curve objects.
  • Easy duplication of variation of tapers and bevels.
  • Scalp population and hair styling using bezier handles.

The benefit of using curves instead of polygon-modeling, for example, is the ease of modification involving only 2-3 edit points per hair lock. Polygon modeling a hairstyle like this would be more of a manual and destructive workflow. Hair lock profiles couldn’t be easily changed or swapped out in large quantities.

 

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Tutorial Questions and Answers

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  • Replies: 1

    hey kent i got a question when i made my bezier circle and wanted to shrink the points to get the effect you had i dont know what button it is to do this. i pressed S but its not working so i hope you could help me further :)

    4 weeks ago

    • Replies: 0

      When scaling in object mode, make sure you don’t have the “Manipulate center points” button enabled. It’s the button immediately to the right of the object pivot point selector (three dots with a left to right arrow).

      2 weeks ago

  • Replies: 1

    I couldn’t get the model so I am just using a sphere for practice. My hair is snapping on the sphere, but pointing toward the -y axis, instead of downward. Is there a way to change that?

    1 month ago

    • Replies: 1

      Let your hair object point in whichever direction it wants to. Then in edit mode, move your control points so your hair is pointing down. From then on, each duplicate that you snap should also be pointing down.

      1 month ago

  • Replies: 1

    What are the pros and cons of this technique in comparison to using planes with a texture on it for use in UE4?

    2 months ago

    • Replies: 0

      This tutorial isn’t aimed at game art. I suppose it could be if the hair lock tubes are low-polygon. But I’d recommend hair planes instead for game application. Though maybe this technique could be applied for hair planes, using a flat line for the bevel object instead of a circle.

      2 weeks ago

  • Replies: 1

    do you know of a super basic modeling video? i do not know how to edit something.

    2 months ago

  • Replies: 1

    Hi Kent! Thanks for another great tutorial 😀 I’m currently trying to make some game assets for a Unity project and was wondering if it’s possible to utilize this technique and if so, how to go about it. At the moment, I’ve dyno sculpted a head but would like to add a beard. My first thought was to sculpt the beard like in your Wrangler tutorial series and then bake textures. But I was wondering if I used the bezier technique in this video how I would create the textures and if I would need to retopologize anything. Also, I was wondering if there will be any more tutorials added onto the Wrangler series. Thanks again and keep up the awesome work!!!

    3 months ago

    • Replies: 0

      Sure, you could test this technique for you Unity project. The essential task would be to convert the bezier hair tubes to meshes and decimate the poly count to be game-ready.

      There are plans to expand the Wrangler curriculum to include modeling, texturing, rigging, and animation all in the context of game dev. But it’s gotten a little bottle-necked at the moment. Thanks for reminding us to get the wheels moving again :)

      2 months ago