Hair Cards Breakdown

General / 29 September 2020

These are real-time hair styles made with alpha card PBR workflow rendered in Marmoset Toolbag3. I've been trying to identify some patterns and similarities which are present in most “straight hair” medium length haircuts. Below you will find the breakdown of the texture map where I fit the most useful hair strand variations. The default color of the texture is blonde, because it's easy to tint it to any color or darken in the engine. All four hairstyle examples use the same texture map.

  1. BASE LAYER. Serves as the scalp cover or as a “core” for other hair parts (i.e. hair bun).

  2. BASE BREAKUP. Breaks up the base to cover the obvious repetitiveness and simplicity.

  3. CLUMPY STRANDS. These are unique strands that normally clump up and can be isolated.

  4. THIN CLUMPS. Serve same  purpose as the Clumpy Strands, only thinner.

  5. FLYAWAY BASE. Covers large areas as flyaway hair.

  6. FLYAWAY STRANDS. Strands of flyaway hair that clump up and a single piece of hair.

  7. TRANSITIONAL HAIR. Serves as gradation between the skin and the main body of hair.

  8. SHORT STRANDS. Smaller strands of hair to give variation in the hairline.

  9. BABY HAIR. Thinner clumps of wispy hair that typically can be seen on the neck or hairline.



General / 11 January 2020

Some screenshots from Marmoset Toolbag of the new model.

Battletoads Double Dragon

General / 14 November 2019

So if you have not guessed by now, the new character is one of the Double Dragons. I made the Battletoad (Rash) model a few years ago and thought it would be fun to make the human character (Billy Lee) as well. All renders are straight from Marmoset Toolbag. 


I'm ready to rumble! No-one can match my twisting typhoon kick!

New Character WIP - 08

General / 08 November 2019

Model and textures are done. Next I'll pose him and upload in the Marmoset Viewer.



New Character WIP - 07

General / 04 November 2019

Added the hair and some texture tweaks, especially on the face. Still need to fix gloss/spec maps as well some costume elements. Any ideas, who this character may be? Hint can be seen from the back view. ^_^

New Character WIP - 06

General / 25 October 2019

Initial color map block-out. Gloss and Specular maps should add an additional level of reflective variation. Also, hair is still on the to-do list. 

New Character WIP - 05

General / 21 October 2019

Some details have been added to the vest model via the normal map and below I would like to share how I approached the task.

New Character WIP - 04

General / 19 August 2019

Starting some basic texture blockout. Also, instead of making all the small high poly details in ZBrush (such as stitches, pattern designs, etc) I will be adding them on the clothes the normal maps via texturing. In the next post I'll share my approach to this.

New Character WIP - 04

General / 05 August 2019

A little more progress on the pants and the vest. Also added the glove, which will be detailed further as well.

New Character WIP - 03

General / 02 August 2019

Update: boots modeling and working in some folds on the pants.