Now comes one of the more challenging parts of a low-poly charac
-
ter — the hair. If you have any, run your fingers through yours. How
in the world do you make that in a computer? Sure, there are proce
-
dural plug-ins for max that use particle systems to make it seem like
your rendered character has hair, but that just doesn’t work for a
real-time, low-poly character. The only thing you can do is try to
create the illusion of hair by building a convincing mass of polygons
and using the opacity map channel to make polygon planes look like
wisps of that ...
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