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I'm trying to find a way to create a stylize hair shader, similar to the references image below. Specifically the highlighted part and the little details of the hair strand. I used to manually paint them but it not very time efficient and the details is not always consistent in quality.

Hence, I'm wondering is there a way to replicate it through other methods? It don't need to be 100% identical to the references image just something similar would do.

Thank you in advances.

enter image description here

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3 Answers 3

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You could try it with a curve that you bevel with a second curve as Bevel Object and a third as Taper Object. For the material it looks like a painted picture (a bit more stylized than what I've used here), so maybe use an image editor then import into an Image Texture node? Then duplicate, and probably convert to mesh to work the shape a bit more precisely (keep it low-poly like in your picture):

enter image description here

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You could also try a procedural material:

enter image description here

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From what you say, in your reference image, the hair are painted, it makes things much easier, so maybe mix painted and procedural effects (particularaly bumps and glossy effects):

enter image description here

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  • $\begingroup$ Thank you very much, while I have figure out how to make the hair model, I have reached a wall on the texture part. Thank you very much. $\endgroup$
    – Kenny
    Jan 29, 2021 at 16:29
  • $\begingroup$ It looks painted but I wonder how he did the reflection part, is it part of the painting or is it glossiness? $\endgroup$
    – moonboots
    Jan 29, 2021 at 16:49
  • $\begingroup$ you mean the references image ? I assume it it create by the in game engine. $\endgroup$
    – Kenny
    Jan 30, 2021 at 4:14
  • $\begingroup$ see my edit, I hope what I mean is more clear $\endgroup$
    – moonboots
    Jan 30, 2021 at 4:28
  • $\begingroup$ While I can't said for certain, I think is quite possible it is hand paint (they might have create the glossy map base on the painted area as well) imgur.com/a/JYzyfX2 I compile some images of the references character and others. and I notice the highlighted area is always the same, disregarding the light source. Hence ,it is fixed to the hand painted area. $\endgroup$
    – Kenny
    Jan 30, 2021 at 4:59
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take a look at this video and tell me if it helps https://youtu.be/t2XjdzzWCqI?t=849 OMG I'm a 100% sure I've watched a guy that used something to get exactly where u want but I don't remember what video it was... (complete character, hair, I don't know, it wasn't about hair shaders tho) I think it was Yan sculpts;

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  • $\begingroup$ Hey, thank you for the reply. Unfortunately, I'm currently working on another task at the moment. Hence, I unable to try out the video tutorial at the moment. I really do appreciate it, more option the better. I will update you once I get back to the work on the hair. I learn from Yan sculpts as well, there where I got the idea of using bevel and taper method for stylize hair. $\endgroup$
    – Kenny
    Jan 31, 2021 at 6:36
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Hey I think I found the video I told to you about, the guy uses anisotropic shader. Have a look, he talks about it at 14:10. https://youtu.be/t2XjdzzWCqI?t=850

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  • $\begingroup$ Hey Pedro, welcome back. You can use the Edit link at the bottom of your previous answer to add these details. External links are fine as supplemental info, but try to include any details here that would help someone work through the problem. Thanks for the contributions $\endgroup$ Feb 19, 2021 at 16:09

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