I had started to add the hair to my model and ran into a corruption issue, that set back my work by 2 days. Despite this, I pressed on and managed to redo the hair.

The hair itself was very demoralising, as I went in blind and tried to get what I achieved through my own knowledge and scouring the Internet for some Ideas. At first, I tried to use Curves and Paths to define mesh and put it in place, but that was impossible to do as it sent my polycount well over 50k. My last Idea was to build up the mesh in 3 separate chunks and combine them at the end, which worked the best.

 

I also began to diagnose issues with the hat, which turned out to be inverted normals and were quickly fixed with the use of a solidify modifier and patching up weird connections.

There was an issue with the mesh that wrapped around the body, as it contained an abundance of vertices and had weird topology when decimating. So thanks to some help, I was able to redesign it into something more fitting.

From here I finally started to sculpt detail.

 

At first I was very confused to how the Multi-res Modifier worked, and had to ask for an explanation I understood why it was used.

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