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 diffcult 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 pictures of my process:

First I filled the outside of my UV ref with a skintone 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.


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.

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).

It should create a channel called Alpha 1. The background should be black, and the area you had selected should be white. Click on the Alpha channel to activate it. You can paint directly on the channel with the paintbrush tool just like a normal layer, except it will actually be affecting the opacity alpha instead.

Use the paintbrush tool with opaicty around 50% and with small brush size and modify the hair's alpha to be more 'hair like'.

To go back to viewing the regular image, just click on the RGB channel. If you make additional selection with the pen tool and then convert to a selection you can add it to your existing alpha by just selecting the alpha channel, setting your color to white, and choosing Image > Fill.

Once your texture is done, Flatten it (Lyaer > Flatten Image) and save it as a .tga file. IT IS IMPORTANT that you save it as a .tga file. Tga files save alpha information, so it will keep the black and white alpha channel you created.


[ Previous | Next ]

Setup
[ 01 ]
Modeling
[ 02 | 03 | 04 | 05 | 06 | 07 | 08 ]
Unwraping
[ 09 | 10 | 11 | 12 | 13 | 14 | 15 ]
Texturing
[ 16 | 17 | 18 | 19 | 20 | 21 | 22 ]
Hands and hair
[ 23 | 24 ]