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Old 09-07-2007, 03:00 AM   #5
Warlock 279
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Join Date: Dec 2004
Location: Where the wild things are...
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Thanks, I did get it sorted tho, just took a lot longer and ended up being a lot more complicated than I had anticipated it would.

Used a lot of rail clone, weld average, then rail clone a segment of the welded, and repeat as need be, till I got it smooth enough, then hand tweaked and patched it from there out.

It turned out well enough I guess. Can't call it poly friendly, but it'll bake off a wicked normal map if I want.



Yeah, I s'pose hair can be pretty tricky, deciding what approach to take, I think it comes down more to the texture than it does the modeling.

I like this approach to hair I think...[Naturally you'll probably want to throw more polys into it than that, but the same principles apply]

Low Poly Hair - by Paul Tosca - on 3DTotal
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