![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYkBNxRRcwr5mpv6djfrXJWSmUC2YVr_kQjYt_buDRUBjI66Rw-EBHGdsrENDTIeYwN345CO77QAqrHQyvgWuLUYWWu2fl_FmMoXsHqNvAREnW-QGFgwMftNzqo9JH8UFTOowH5Q_w0CA/s320/low-poly-sculpt-progression.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioYWEeDINQ3KKWaVHXB8O7DdZ1rCQlhIaaFKnW5VZs90FNvJxgcmV2myAxIf81HgdQ1iRie7p7JF9Rit4wyONnJJSOKHGTg8N6be-5VR7s48huzFYH2ZCUK2qikRbOayn24ewixrLkbDQ/s320/mila-z-brush-head-and-hair-.jpg)
Funny thing is when you try something different it can be fantastic or blow up in your face. Here is a test I tried sculpting half of a face for the supporting body below. I thought I would try my hand at creating an afro for the hair but it seems that the effect works better when you use individual planes for the hair and duplicate the hair and use alphas. But since this is to be an in game character I went with the easiest and fastest approach. i will have to see how this goes as it progresses.
1 comment:
You are right. The alpha plane method would work better here for in game stuff. The sculpt is good but don't model half a head. Instead model a full head with symmetry on. Check out Ryan Kingslien's videos on sculpting.
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