'3D Studio MAX'

.
'Low-Poly Character Modeling and Texturing'
by Athey Nansel-Moravetz

Email: atheynm@gmail.com


Now to do the arms:



Since the arms are a part of the jacket, you should make sure to do them very similar so that they flow together. So you'll use a lot of the same base texture on the sleeve that you used on the torso, and do your shades and highlights in the same color/lighting.



Same as all the other things. And when everything is done, save it as a flattened, sharpened, tga file and update max again.


And finally the hands:



The hands will be like the shoes. I used photo reference on the bottom, but it was mostly just for color and basic reference. It’s very difficult to get photo referenced hands to line up properly with boxy, low-poly unwrapped hands, so most everything will end up being hand-painted. Here’s a picture of my process:


First I filled the outside of my UV ref with a skin tone so I could see better where the fingers were.


I copied, moved, scaled, and used Liquify to get a palm and hand-top into basic locations.


Then I created layers overtop of all that and painted the hand texture. The images below made good reference for color, etc. but hardly any of it is showing through in the end.


And when I was finally finished, I sharpened the whole image.



The Hair:



Okay, first off, at work we don't actually have hair like this. Our hair is very basic and usually just painted directly onto the head itself. Simple short hair cuts. With women, even then the hair is usually a part of the head mesh and painted directly onto the head texture itself.

But I'm making this tutorial for a more fancy kind of hair because it's something I get asked a lot.

This is just one possible way to make hair. There are many different ways to approach making hair, and there is no One Right Way to do it. Just many options depending on what your end goal is.

First I made a new document in Photoshop; 256x256. I got some photo ref of some hair I wanted to make it look like and pasted some bits into the new window.

Use the Liquify filter (Filter > Liquify) to move anything around that needs moving.

I painted below the hair bits first to match the general color and then created a layer above the hair and painted with a small brush and around 50% opacity.


Just keep painting in details and strokes. Use the images as reference.





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Basically I make several shapes of hair that I know I'll want to use in different locations on the head. It's good if you plan out the hair style and the sort of shapes you'll need before you start all this so that you can make the texture fit what you want.

Once I had the base hair texture done, I used the pen tool to create the basic outline of the shape.


When you've got the shape done, right-click in your image and choose Make Selection. Go with the defaults on the window that pops up) Feather Radius should be 0) and click OK.

Now go to the Channels tab and click the Save Selection as Channel button (circled below).


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