
Hey guys and gals... Today I wanted to do a bit of character update, I did talk about the hair-style on my last episode, I wanted a bit more "West African" look of an urban youth, the ponytails were kinda tacky in my opinion. So I decided to make it a Dreadlocks style instead.
I went through the usual process of first defining the scalp-mesh, separating it as a hairline, and then building the deadlock directly on that foundation.

I used two approaches and decided to chose the best option out of the results, at first I modeled low-poly dreadlocks from blender and then exported it into unity. Then I also modeled another dreadlocks style from within unity itself using the pro-builder tool. This was a very nice introduction to pro-builder for me because I intend to build the whole environment of this game from within unity using this tool.

After I was satisfied with the hair model, I decided to import it into unity and also design another version within unity. I ended up choosing the blender version, I guess I still have a lot of learning to do in regards to using the pro-builder tool.

It's no surprise I eventually choose the blender model on the right lol... I then wanted to add a bit of fluidity to the model, so I chose to animate the hair for when the character is moving/runing. At first I wanted to rig some bones in the hair within unity, then I realized that using a dynamic bone from unity would be tasking on me and also on the targeted mobile devices in regards to the (GPU/CPU).

So I finally chose to create a preset layered animation on the mesh instead. Which was pretty easy, I just had to toggle the rescale properties of the hair-mesh using the animator component. The preview of the hair animation is right below...
That is all for now... join me next time when I talk about importing my 3d asset into unity and setting up the game environment. You can also check out my previous episode.
You can go through my previous post:
RE-MESHING MY 3D ASSETS
Thanks for stopping by :-)
