Low
Polygon Hair Texturing
Low poly hair is the bane of most game artists existence. Rarely
is it done well, and the majority of the time, a bald head, or
a slicked back look is taken as the easy way out. For three months
I was in charge of creating the various hairstyles for Dark Age
of Camelots: Catacombs expansion. Making the characters bald was
not an option, so I set out trying to figure the best way to create
low polygon count, heavily textured hair. Examples of my results
can be seen here. The PSD of the
final hair texture created in this tutorial is here.
First
you need to set up your arsenal, your tool set. I used a few custom
brushes for this. Credit for the idea, goes to Adobe with their
hair tutorial. To create a brush, make a new canvas roughly the
size of the brush you want. Create a black and white image, and
go to Edit> Define Brush. The black areas will be the brush
bristles, and the White areas will be transparent. You will also
need to lower the spacing, and have your tablet pressure control
the opacity of the hair. It works best to have it stay at a constant
size, so do not let pressure control size. Here are my brushes
(note that the last one is just a one pixel brush set to hard,
no need to create that). Each is being displayed four times their
actual resolution. You can actually drag these into Photoshop
and just click edit>define brush, or you can download my set
here. I encourage
you to make your own and play around with the settings.
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The
first brush is for soft hair like fill. It works at different
sizes, and it is fairly soft. The second is for adding a bit of
sharpness and definition over top of the first. It should be used
in quick strokes. The second and third are double hairs, used
either horizontally or vertically, and can come in handy when
the three hair brush is too much. The final is a single pixel
brush set to hard, and is for precision placement when things
just need a little touching up.
I contemplated
doing an entire head, but each approach is specific to the hairstyle
you are wanting to do. I can not do all the leg work for you,
and figuring new ways to use old techniques is one of a Game artists
greatest abilities. So I will be only showing you a small example
of creating hair, but hopefully you will be able to extrapolate
out how to tackle your specific problem.
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Reference is KEY! |
Always
find reference of the color and rough style you want. then make
a few rough drawings of the style you are going after. The less
seams you can keep while creating your hair, the better. Its all
about the quick uninterupted strokes.
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First
thing I do is pick a nice base color, normally this is fairly dark,
as I tend to lighten things as I go. |
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Using
the soft hair brush, I rough out a general flow of the hair. Lighter
at the top, and darker at the bottom. Keep the root area (top) darker
as well. |
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Now
I try to pick out a few shapes to make it not just straight hair.
Clump it together in a few spots, and make it deep in a few others.
Every so often, I change the brush from normal mode, to soft light
mode, in order to get some color variation in. |
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I used
the three pixel hard hairbrush to go in and add some more fine detail.
Keep in mind, you can and should use these brushes in both brush
mode and smudge mode. Set pressure to control strength, and pick
these brush shapes for your smudge tool. The lower resolution your
hair is, the more you will need to smudge. At this resolution, a
single pixel is fine for a hairs width, but in a much smaller space,
a single pixel will be too large and will make the hair look like
yarn. So smudging will keep the hair-ness look there. |
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Make
a selection over the areas that the highlights should go using the
polygonal lasso tool. Hit ctrl+alt+D for the feather option, and
pick a feather size appropriate for your texture. On mine I am going
to use a value of 5 |
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I used
the three pixel hard hairbrush with a much lighter color to go in
and add the initial specular. By making a selection and feathering
it, you can use very fast and very sharp strokes, with perfect fading
in and out. Hair specular is unique. Hairs are translucent, so not
only do they shine, but they transmit that shine up and down the
shaft of the hair. There is normally a base specular, which is the
absorbed light. That is what I painted in this step. This highlight
tends to be saturated the color of the hair. |
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Make
another selection, this time smaller, and put it about the two
thirds of the way up of the previous highlight area. Feather this
a smaller amount, I used a value of 1.5. |
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I highlighted
within this area, then deselected, and cleaned up in some other
areas, using the two pixel vertical hairbrush. I took some redder
colors and blended the highlights into the lower parts. This is
the primary specular, and it is actually the hair reflecting the
light source. It tends to be cooler and closer to white. |
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No hair
is complete without some scalp showing. I cant think of many hairstyles
where you would not see at least some scalp. I like to always show
the scalp at the crown of the head where all the hair grows from,
as well as any split going down the center. This is merely a new
layer, filled totally with skin color. I applied a mask, and painted
on the mask to reveal the skin. This is important because of the
next step, to have it on its own later, and a mask revealing it. |
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Add
a layer effect to this layer. Inner shadow, change the color to
a dark skin color like a deep orange red. Keep the inner shadow
set to multiply, and decrease the distance to zero, and the size
to 1 or 2. This makes it look like the hairs are shadowing the scalp,
and you can paint on your actual layer to show the roundess of the
scalp, because all the hair shadowing comes from the layer effects.
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This
is a PIMM original technique. It just came to me while thinking
about what makes most painted hair so fake. Real hair breaks, and
the shorter pieces will tend to stick out. To simulate this, grab
the three pixel brush or the one pixel, and change the opacity controls
from pressure, to "fade" play with the number of steps,
I use between 15-45 depending on the size of the texture. This will
force the stroke to start at full opacity and fade to zero over
that many steps. Now brush into the direction of the hair.
This simulates the broken edes of the hair. I normally do this on
a new layer, and then play with the opacity of the layer before
flattening. Use both light and dark strokes, and it will help make
the hair look more realistic. |
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Create
a new layer set to softlight mode. Using your soft hairbrush, and
a dark and light color (pick them appropriate to your hair style
color) go in and reinforce the depth of those clumps you made earlier.
This will help the hair read from further away in the game. The
dark bits will make the hair seem like it has more of a sheen to
it. |
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Now
for tricks on making your 3D hair better. The hair looks good as
is, but its kind of flat and lifeless, lets fix that. This is assuming
you only have 1bit alpha, but it will work just as well if you have
8bit alpha. In fact it will look better if you do. |
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Here
is my alpha mask for the hair. When you are painting in the alpha
channel, hit "~" to get the color image overlayed on the
alpha. Hit it again to go back to seeing the alpha channel only. |
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You
can see the edge of the hair looks much nicer with the alpha map.
Now comes the fun part, making the hair more volumetric. |
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Shift
click these faces, and select "clone to element". Now
convert your face selection to vertices, by ctrl clicking on the
vertices element on the right control panel. (this is all max specific) |
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Now
convert your face selection to vertices, by ctrl clicking on the
vertices element on the right control panel. (this is all max specific)
Now subtract the top three verts from the selection, so that you
can move just the bottom six. this will make it look like the hair
all stems from the same place. This makes the hair look thicker
because as the model moves, you will see the inner plane move behind
the outer plane. This parralax will make the hair seem much more
voluminous than it is, and helps to kill the plane illusion. |
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I did
this again at the tip, with the bottom two planes. What can enhance
the illusion even more, is to darken the under planes using vertex
lighting if you have that available. Or you can flip the uvs so
that you cannot see the mirroring of the texture from one layer
down to the next. be sure to ofset them both in length, as well
as slide them a bit to one side or the other, for a more random
hair look. |
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I added
one more flip outwards with a single plane. Here you can see what
it will look like in a game with the wireframe turned off. |
Closing
Points:
Create
the initial volume quickly with the soft brush. It is very forgiving,
and will give a rough hairlike look right away. Do not move past
this stage until the hair reads as a volume from far away. Move
on to picking out individual clumps next, so that the hair reads
as fibers at any distance. Next use the sharper brushes to detail
the hair a bit so that it looks nice from up close. Use soft light
layers to enhance the sheen look, and deepen the volume whenever
you need to. Use the smudge brush with these hairbrushes to blend.
Add random tips if your resolution allows it. Use multiple planes
to enhance the volume of the hair. Use alpha maps when possible
to soften the edges of the hair. Use Lasso selections with a bit
of feathering for highlights. Have fun, and explore new techniques!
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