Create Stylized Hair - Blender 3

Grant's Character Course: https://www.gamedev.tv/p/blender-chara...

Grant’s new Drawing course: https://www.gamedev.tv/p/complete-draw...

This videos shows you how i create stylised hair for female characters. I use both sculpting techniques and curve paths

Full playlist for this character: https://youtube.com/playlist?list=PLn3...-

Pinterest pic - https://www.pinterest.co.uk/pin/334462...

Say Thanks: http://paypal.me/grantabbitt

My Website http://www.gabbitt.co.uk

Get good at blender series: https://www.youtube.com/playlist?list=...

Simple game assets playlist: https://www.youtube.com/playlist?list=...

Learn the basics of Blender 3: https://youtube.com/playlist?list=PLn3...

Learn texture painting: https://www.youtube.com/playlist?list=...

Learn Sculpting playlist: https://www.youtube.com/playlist?list=...

recommended graphics tablet:

I use a graphics tablet to paint with and my recommendations are written below:

Ultimate Buyers guide - https://youtu.be/IfC6mTMiaDA

Display Tablet

my choices:_

Display Tablet

XP Pen pro 16 - 22

UK - https://amzn.to/3fPf1k3

US - https://amzn.to/2OMIoY4

Graphics Tablet

Wacom one

UK - https://amzn.to/39drH1C

US - https://amzn.to/3jrGGd2

In this video i'll be showing you how you can make stylized hair like this, if you want to know how to sculpt this character, then do check out the previous episodes in this playlist and look out for subsequent episodes. Where i talk about texturing and lighting, if you like what i do then do check out the playlist on this channel and my website for more great content. So the first thing you'll want to do is: do some research about the hair you want to mimic. This is essential and it's the step that most beginners miss because they feel like they've, seen enough hair and don't need to worry. I tend to gravitate towards pinterest for research. It'S a really good site because, as soon as you click on one image, it takes you to related images. Let'S take this one, for example, if i click on this scroll down a bit, then i've got lots of hairstyles that may be similar or not, but there are images that relate to that one. Once you've got a hairstyle that you like. Let'S say it's this one, for example, you need to take a good look at it and break it down into its simplest forms. You don't have to do exactly what i'm doing, but it could help you, but what you'll need to visualize is the big shapes, and this can be really rough you're, just trying to get an outline of the big areas of hair and the way they flow in Some way, so you can see me kind of separating it out slightly and figuring out the big shapes and that's the really basic outline you need to think about and follow. So those are the big shapes after the big shapes. You have the smaller details. So there's one going across there there's a little bit of sort of fluffy bits up here, but you could probably minimize that by having these sort of shapes come off like this. Maybe one down here and there's sort of a little one around here and there's kind of one down there as well and so forth. So we're going to do exactly that in blender. We'Re going to do the big shapes first and we'll do that with one or two objects, depending on your preference and then we'll use curves for these smaller shapes in green. So here i am in blender with a hairless model. Now, lighting and texturing is an important part of the overall look and i'll do separate tutorials on those. Let me know if you're keen for that, in the comments that will help me to know how many people are actually interested, so i'll go back to solid mode and we need a big shape for the hair. To start with so shift a to add mesh and then something like an icosphere or uv sphere. It doesn't make too much difference i'll scale that down so it's nice and small, so it fits our character and line it up do remember to do this in both front view and side view, and it doesn't matter if it's overlapping loads like this. It'S absolutely fine. Okay, so that's a good start just make sure that you've reset the scale. So you don't get any anomalies before going across the sculpting, so ctrl a and scale into sculpting, now i'll start off using the grab brush and it's a good idea to enable symmetry. When you start off we'll change that later on, obviously, but it just makes it quicker at the start, remember it's f to resize your brush and hold down shift if you want to smooth things out, but you shouldn't really have to at this stage. So i'm just using the sphere to get the overall shape of the whole of the hair, so not thinking about the individual areas just yet and i'm loosely basing it on the image that we looked at earlier, we're getting a lot of stretching now. So i need to do a remesh so shift r to look at the voxel size. Let'S bring that down to somewhere around here and the voxel size is the size of your faces that it's going to remesh to so don't look at the number i'm using look at the size of the squares, nice and big still so our smooth brush and our Other brushes will still have a strong effect and then control r to do the remesh and now, with those added faces, i can again try and get that big shape that i'm looking for. You may also want to use the smooth brush now as well, so hold down shift for that. Do make sure you're. Looking at your reference images a lot, and you should have one in particular you're trying to mimic and when you've got the rough overall shape. You'Ll want to turn off symmetry and then start concentrating on things like where the hairline is that's how big the forehead is and thinking about things like where the hair crosses the face or the eyes or things like that, every now and again, ctrl r. To do a remesh just so you've got less stretching, so i'm having one side kind of overlapping the eye very slightly and on the other side, just a tiny bit of overlap over the ear. It'S a bit big at the top, but you can exaggerate that sort of thing with stylized hair and we're roughly there with the very big shape. So we can do a bit of a finer remesh, so shift r just bring it in a little bit further and again you're looking at the voxel size, not the number, because your head might be a different size than mine and then ctrl r to remesh. Now, at this point, i like to use the crease brush to start creasing in the flow of the hair, so i'll come in and you'll want your brush a similar size to mine and i'll come in here and create a middle parting for my character. They'Re, usually a little bit sort of wavy, so you might want to add a bit of wave like this. Don'T worry if it digs into your mesh, you can just hold down control and pull it out in certain areas. Then we can start creasing up these areas. Holding down control, if you need to, if you want to pull it out and digging in with the normal brush. So every now and again hold down control to pull out an area of hair and give it some flow and then dig in in other places. And i'm being fairly random here. Obviously, you want sort of sharper lines in certain areas like this and to dig in with others, and already we've got something that looks okay, you might want to go back to the grab brush. If you need to kind of move areas around now, you've got to find a remesh. You can sort of sort out the ends of the hair to square them off a little bit more, but again it depends on the style just creating a bit of a space. At the back, so it's not just digging into our mesh and i might go into local mode for that. So i can move all this backwards out of the way local mode is forward, slash on your numpad or you can go to the view. Menu, quick, remesh sort out the stretching got a little too far now so come back a little bit: okay and a quick remesh. So that's looking okay! I think we need a bit more style, though so i'm going to pull this down and across this way, and so it's coming over the shoulder a little bit more okay, another quick remesh and we're certainly getting there okay. Now we can go a lot fine with our image, so shift r bring this voxel size right down and in fact, it's easier to type in at this point. So we know it's 0.006, so we'll take that down to 3 instead and do a remesh see what that looks like wanted a bit finer than that. So let's go down to 2. I think we're getting there now, let's just smooth that out a little bit and back to our crease brush and just naturally find some creases, where there's sort of lumps and bumps remember hold down control with the crease brush to make a sharp edge at the base Of the hair, you might want it kind of sharp or you can have it rounded. It depends on your preference and the style you're going for and generally here, i'm just making sort of long waves of hair by either holding down control with a crease brush to pull it out or just using it normally to dig it in and just go around Fairly, randomly creating these waves remember also to keep smoothing out by holding down shift okay. So it's not looking too bad at the moment. I'Ve got my statistics up here to find your statistics go into the overlays and tick on statistics. We'Ve got a hundred thousand faces at the moment, so that's pretty low. We could do another remesh and then smooth it out, get rid of some of the bobby bits if you wanted to or when i go back into layout mode, and i right click and shade smooth. You can't really see many of them anyway, so we're probably okay. Okay, so with our image, it's a little bit similar, but it's not exactly the same, and now we want to add the fine, detailed hair. So the bits in green that you can see here and that will really help the hair look a bit more dynamic and interesting. So if i come across the side here and show you the technique, we'll use curves for this, so shift right. Click to move. My 3d cursor shift a to add curve and then just a normal path is fine. I scale that right down. It can also be a bezier curve if you prefer working with the sort of bezier handles and things like that. Most beginners prefer a path they're. A little easier to control when you're in edit mode moving around the points. Okay, so i've got my path, but i need to add some thickness and for that we add another curve, i'll go to front view for this, so we can see it more easily and i press shift a to add curve and then circle i'll scale that right Down and rotate it around the x axis 90 degrees, so we can see it and just move it off to the side. I'M going to use this circle to control this hair strand's thickness and therefore shape i'll just turn this. So it's upright so r 90 and just move it next to our circle and to give this this shape, make sure it's selected go to the curve properties down here and it's under geometry scroll down a bit and where it says bevel. We change that to object. If i keep it on round, you can change the depth of the bevel like this, and you can see it creates a circle. Let'S just move it into the middle there, it's a little bit dull and we haven't got any control over the shape, except how wide it is like this. If we go to object instead and choose the circle now, it's mapping to this circle and if i click on the circle go into edit mode, i can start moving areas around and you'll see. My curve, therefore changes so i'll undo that for now and what i'll do is scale, this point down so select the middle point. Not the bezier handles either side, and then you can press s to scale it down. Scaling them closer makes them into a bit of a sharp point, and this what i mean by handles you can grab these handles and twist them and you do get more control but they're a little bit more awkward to use. Let'S grab this one g then said and move it upwards, and we can create a sort of interesting curve like this. These two as well make sure you've only got the points and not the ends of the handles and let's scale, those in the z and we can make them into more of a point something a bit more like this. That'S the classic sort of stylized look and when i look at my curve, it's got that look and feel now. However, it's very thin at the moment before changing the thickness, let's go into object mode and apply the scale to this object, so it doesn't act strangely. In any way - and we can see that the scale is actually uniform, but let's set it to one anyway, so ctrl a and scale and i'll do the same for the circle, although that's already one, so it doesn't make any difference. So, let's change the thickness of our hair by going to our hair object or the path and go into edit mode, i can select my vertices and press alt s to scale them up and i can do them individually. So the end one. For example, i can press alt s and then zero to make it go to a point, and i can now start moving these around and making them look all cool i'll scale this one down as well. These are a bit thick, so alt s and that's looking good i'll, go into object mode and move this into position so rx180 to move it upside down. And let's move this to the front of our object, it can be really helpful to start off in front view and then go to side view and switch between the two to position it to start with and then kind of free form it. After that, you can use proportional edits as well, so this button here will have a circle of influence. It'S a bit like sculpting then, and you can pull these around and make them look quite interesting. This one i'll alt s and bring it right down now comes the fun bit of the positioning and put it around into place and experiment with how you want your hair to look and just remember, alt s for any points. You want to scale round to side view same sort of thing, but move it into position. There'S one more thing you can do, which is quite interesting and that's with one point: you can press ctrl t to tilt it and that can be quite fun as well. So selecting points and ctrl t tilts them around and you can make it all wavy and curly, and we've got some interesting, looking hair there. If i want to, i can extend these so e to extrude and extend it out, and then we can have some sort of interesting. Curls. You'Ve also got your radius written over here as well for your different points. If you need to be more precise when scaling so the alt s command is the radius once you've got one in place, we can just copy that so shift d and move it into a new position. You might want to right. Click set your origin to geometry. So your pivot point, when you're rotating is in the middle a bit more. The major difficulty can often be positioning in both front view and side view and trying to get it in the right place in 3d, but you soon get used to it in terms of where they start. This one would look better starting from this point here, where there's sort of a natural indentation so i'll bring that one up to that area there and maybe twist it into position with ctrl t. Okay, so we've got two in place and then you can start thinking about the different sizes. So if i duplicate this one move it into position, i can make it a lot smaller by just scaling these points down together. Remember it's alt s and just s normally for scaling normally and once again move it into a different position. Do look at the reference to see where the hair flow might go, but it's a lot of experimentation most of the time, if you ever think you don't need a point, you can press ctrl x to dissolve it. So i'm speeding this footage up about 10 times and you can see the sort of workflow that i'm using generally i'm trying to kind of stick them into dents and kind of have them come out as curls. I find that is more natural. The way it sort of flows out from an area try and vary it a fair bit and they don't always have to sort of curl outwards away from the hair. They can kind of curve inwards as well towards the face, and you can kind of have clumps of hair sticking out like this as well. The hardest bit is trying to kind of integrate it with the hair, so you might want to occasionally go across to rendered mode to see what it looks like with your lighting, and i will talk about lighting setup and texturing in later. Episodes lighting is absolutely essential for making something look good, so make sure you look out for that particular video coming soon. You can also take two points: right click and subdivide between the two, i'm not doing much with the back of the hair. I'M not really going to see that bit on my character and it makes it a little bit quicker to model and it's looking kind of fun. You can always go back at this point and tidy up the base mesh as well. If you want to, you could even do a finer remesh i felt i didn't need to, and i was just adding a few more creases and crevices in and there we have it our finished hair for our character. Let me know how you're getting on and whether you're finding these interesting and if you have any questions, then let me know and look out for the episodes on lighting and then texturing thanks for watching and i'll see you next time.

Mphatso Tembo: loving the series can't wait for painting and texturing

Joicy Olszewski M.: Man, you're my hero! Your tutorials are so nicely explained for begginers in blender (the program itself) that made me so exited that you have no ideia! Keep this kind of tutorials alive, I'm almost sure that I'll design some stuff so well due to your instructions, ty so much, from my soul.

Jacob: Big yes to the painting and texturing part. And big thanks for the awesome tutorials. They are always worth a watch and are super easy to follow!

Rob LaBosco: These videos are amazing! Would love to see a break down of the texturing and lighting.

Theryn: I love the series so much. I have the character course and decided I wanted to do a mermaid instead of an ogre just about when this came out. I'll definitely return to the lessons in the course, but right now I'm living for this playlist!

Baltiir: I would like to say thank you for this tutorial, i was ready to give up on blender, but you have helped so much. ive almost finished my first character model thanks to you.

JB the WAR Villain: I have been following along with this tutorial, and this is my very first time sculpting with Blender so it's taken me while, but going well. Definitely keen on a texturing and lighting tutorial, that would help so much in bringing my character to life. Thanks for the awesome work

Patricia Naidin: Thank you thank you for everything!!!! All of your tutorials have helped me (and still do) in my blender journey and animation as a whole! Huge Yes for that texturing and light tutorial!!! Keep it up, wish you all the best!

Soma Pradhan: what a lovely tutorial series .Thank you so much! cannot wait for the texturing and retopology part

Crypto_,Shepherd: Yes to lighting please. Great tutorials!! Becoming addicted to your stuff

AortaPlatinum: Thanks man, this is extremely helpful. I was able to model a body but I wasn't sure how to start with the hair. Your art style is also really interesting, reminds me of a 3D version of 90s comic book art.

Neil Castle: very nice to see such a simple but effective hair tutorial! I've had some success with converting my curves into meshes, once I'm happy with the position, and using the Bool Tool add on that comes with blender to join them to my mesh. Then it's a simple case of remeshing (or using dyntopo) to smoothly join that strand to the rest of the hair model! Thanks again for the great work Grant, always makes me happy to see another video from you!

aJadedGamer: You always make it look so effortless. Thanks for the pointers.

SR alkerum: Magnífica serie de videos, gracias, Grant. Eres el mejor.

Cinnamon Fun: Your tutorials are the only ones I've understood as a beginner. They're also really fun and motivating to watch! Great job on these, looking forward to more :)) And I'd love tutorials on lighting and texturing as well!

arv799: Love your videos! Have a graphic tablet on the way and can't wait to try it out with this tutorial series!

Yush Gisor: i cant wait to see how you do the lighting!Thank you for this amazing work

anfloyd: I was waiting for this video I watched a lot of tutorials about creating hair, but none was in the style I was looking for. Thanks!

MoonLight Blue: thank you so much for breaking it down into smaller steps, this is so useful !!

Laszlo Ivanyi: Nice work, Grant. I did do similar hair before, but without the base mesh, it was an interesting addition to the workflow to sculpt a big blob as a base hair and just stick out smaller bits. I'd say this is great. Later on might need to sculpt a high poly hair on the mesh and bake the details because the base hair mesh in itself looks a but .. unformed. But all in all I like that you go through the whole thing. Please add "Clothes" at the end too. I know it's just planes, with a modifier to fit the model and some other modifier to add depth and thickness but still it would be nice to see it from your tutorials. I'm sure I'd learn a lot from that.

Beatriz Lupiano: Thanks so much for this great tutorial!! I feel can really use this tecnique for Second Life hair. As usual, your teaching style is just awesome!

Michael Robles: Man you don't know how long I've been searching for a tutorial like this thank you so much

antONorOFF: Would love to see the video about the texturing of the character! In any case, the video is amazing!

Rel Graham: This is great. I'm really looking forward to the lighting and texture tutorial.

Luiz Sommer: Best tutorials on the internet! I'm Brazilian and just started in blender feel days ago. And you calm way to explaining really help me so much! I'm very excited to textures episode about this character. Thank you so much!

LoserHands: I thought the face would go great with hair, but really it's incredible. Always appreciate your sculpting uploads.

Antti Polvinen: Amazing tutorials! Keep it up! Yes, make that material and lighting tutorial.

MikerSpidey: Definitely want your texturing tutorial man <3 Thanks for this series. Just at the right time!

eric allard: Super interested in all aspect of your process, Grant. That includes lighting. Cheers!

Maks Danilyuk: Hey! Thanks a lot for the lesson. You are the first teacher who competently and simply talked about sculpting a stylized character. I'm really looking forward to the lesson about texturing. From Russia with love :)

erikhk: The curves in blender are just amazingly powerful!

Linden: Thanks Grant, great tutorial as always! Keen for the texturing a lighting one if you get around to making it

7Bennie7: Again great tutorial, I m learning so much from these! Just went for your Character Creator v2.0 course(:

Brillant: Pls do a Painting and texturing part! You helped me so hard trough everything thank you!

Fuzbin: Super wanna see the painting and texturing, been following this guide of the stylised each step and I am trying to get as much training in as I can through your vids :D

Mark H: As always extremely helpful! If i wanted to add physics to the hair curves what would be the best way to do that? I assume I rig each strand individually? I was hoping to eventually add the hair to a character in Unreal

Rob Frydryck: This was so well explained. Many thanks

Lord Sojabohne: I actually came for the lighting and texturing :D It would be really great if you did a tutorial on that.

Stu Pot: Grant taught me most of what I know. Thank you Grant you will always be an OG in my book.

creandoCOSASdiy: I love your way of explaining things man. Cheers.

Snow axe 3D: Thanks for the tutorial, although I haven't reached this far yet, But, Can we use the "Draw" tool to create more Hair strands in edit mode? Since we are using curves. (Draw tool is on the left toolbar, the icon is pencil drawing curves 11:48)

Atte Rios: Beautiful tutorial :D i don't really understand very well english but you were very clear and i understood everything. Thanks :DD

A. Javed: Hey.. would love to see a video for lighting and texture.. Thank you for the step by step guide tutorials.

Sukehiro: finally, something that I wanted to learn specifically from you sir. thanx for your videos.

BENJAMIN PHIRI: i just got into sculpting, it was a bit scary at first but i thing am making progress and this tutorial has been my go to guide

Daredevil DC: Really great tutorials. Thanks man.

Info Codex: I am a newbie and someone has suggested your good name and channel for learning the very basics of Blender. Hope I enjoy the fascinating journey with you.

One12Duck: Thanks so much as always for great content.. plz can you do painting and texturing Thanks

Ali Mariwan Kamal: Thanks a lot! So helpful!

Watchworks Studios: This looks fantastic! Would animating hair like this be difficult?

Matthew Woodhouse: Great video as always, can you do a video on creating a mouth cavity/sock for animation??

Super Galactic Fantastic Dimension: Great video, how would this work for animation, or could it work if you were animating a character with stylized hair like this?

Alex Rivera: Looking forward for texture and topology

Danilo Fanes: Hej! Yes, light and texture, please! Good work, great tutorials!

John Deggendorf: Wow! First view on a Grant Abbitt video…this will never happen again! Outstanding video, sir, as usual. ✊☕️

Daniel Ritter: Wow! Very helpful, thanks)

Xplotter: Grant, can this hair type be used in videogames? Can you give it dynamics?

nelzster01: Beautiful thanks for this

p.p: I’m working on sculpting a character to rig for animation, do I join the hair to the head or do I leave as a separate element?

Jose Sacramento, Jr.: WOw! Thank you Grant Abbitt for this great tutorial series. Will RETOPOLOGY be the next video?

MrWarpgerbil: At this point I'm half listening just for Grant's soothing voice to reassure me of the key shortcuts

Andrei Nikolaenko: I am interested in everything, thank you Grant

Frank Drebin: Very nice way to do it, nice one Grant.

BWWKH:

Mark Anderson: This looks fantastic for stills but for those asking about how this works with game rigs and animating, there are at least a few other techniques that need to be done in conjunction with this to make it suitable for games. At around 6:44 he say he's working around 120K of faces. Assuming he's remeshing into quads that means if this was ported to a game engine (games engines all convert into triangles) he's looking at 240K poly count for just the hair. (Blender has a "Tris" option in statistics for more accurate results.) 95% of AAA titles scheduled to be release between 2022-2023 are going to fall within the 60K-130K range for the entire character. Anyone interested in gaming should also look into height and displacement mapping. This would allow you to keep much of the high detailed sculpt but on much lower poly topology. Using this "as is" could potentially brick your games performance.

eric allard: Grant will you be doing a video with the eyes and colors before setting up lighting? Thanks :)

Marcos Boffa: That local view comment added on edition was sooo begginer friendly, and helpful!

Phil Nolan: I'm not sure these are voxels. In that case you wouldn't have any stretching of polys. I think it's just a polygon mesh.

Desert Knight: that's really helpful but i don't like the seams where the hair intersects with the base mesh the lighting does help to hide it but not completely i hope you show us how to merge them properly. thanks for the tutorial.

J H77: Great video! Thanks Grant.

3DY Blender: Up for the texture and lighting, good video

Curtis Anonymous: After duplicating and decimating the hair, should I bake the normals? I tried but there are a ton of artifacts, even after unwrapping with some seams

Андрей Щетинин: Amazing series of tutorials can't wait for continue, thx Grant! ...Chick looks like my ex-boss xD

FaTaL3RRoR: Should curves be converted to meshes?

Greenbriar Studio: yes! Please add texturing in Blender tutorial!

Kaexi Ng: I'm curious why not direct use the "Snake Hook" to create the hair?

Тётя Мотя: Wow) just saw that video series, if it's tutorials, it will be so cool, thank you)

tista Lagosta: ohhh man, just another great tutorial.

Nick Nathanson: Yes, texturing is interesting. Weird that you jumped to hair skipping texturing.

Jyargurinsk Minicyzk Kopian Menias The Un-Beholden Son Of Deberiah Yrundheitl Massuvius Krasserr: 06:47 "We got a hundred thousand faces at the moment. That's pretty low." So, err, say we have a polygon budget of a couple hundred for the hair. How do we go about making this into a low-poly hair mesh, like you'd see in early/mid 2000's games?

Duck Head: is there an easy way to create such type of hair for game? i recently created stylized hair in blender with curve but ended retopologized it which took me a long time just to create hair

حازم بعلوشة: Can you make a video explaining about NFTs characters?

Birdman 🐔: so damn cool!

SNIPER: great tutorial

Narcilio Costa: Nice!

Rai Hari: Thank you so much!

Clases3d: man! thank yoy very much for realizing my sugestion!

Lynn C: I am interested in lighting and texturing and mainly only trust your vids and a few others haha

CG Blizzard: What about the eyes, how do we texture those

Paul Emsley: Interesting/strange that you add the whitest of white hair, eyes and skin tone to a face that is (stereotypically) african. How about you do a variation of this model with more typical african hair, eyes and skin-tone? Thanks (I really appreciate your videos and sometimes fall asleep to them)

Target Is Strong: When I try to join the hair strands to the hair it keeps saying " no mesh data to join". What am i doing wrong?

Abraham Herzog: Lighting and textures

AndyZGameZ: yayyy,on this video u stopped the animation play . thanks for that was really annoying :D Great tutorial,I will try it out later on this month :D

Patrick Mukupa: Do you have another part for coloring the character ?

Kashyap Pandit: waiting for lighting and texturing

Chirantan Samanta: texture and lightning, please

Rio: Brilliant

Igor Kovalenko: hi, can you suggest a good laptop for 3d work? I'm new, I know Blender a little. I can’t buy a full-fledged computer, because I don’t understand whether I need to spend money on it, not knowing the work of a 3D artist + I can move.

Alex: Black Cat is looking mighty fine!

Bjørn-Andre: "Your head might be a different size then mine"

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