Bunnie Rabbot Rebuild - Replacing the Back Haircap with Repurposed Hair Bundle
The out of the box hair style provided in CC4 main package featured a solid mesh hair cap that had some alpha features but it was too flat for me. Drove me nuts so I decided to jailbreak and flip upside down a copy of the main head hair and shape it to become a hair planes version of the back of her pulled hair which forms into a pony tail. I know its a waste of resources and adding more alpha cards to the already over the top processing power needed to render this thing realtime but the hair cap was just looking to crappy and low quality on such a huge deformed head. Had this been a regular human female with normal scaled head the lack of strands would be easier to ignore but the back of her head accounts for a good 16-20% of her surface area and something had to be done about it to address the loss of surface quality there.
Nothing fancy here just a straight forward flip and insert of the asset then a proper hair shader was added to the new strands to with a color change to slightly set them off form her hair up top and reinforce the idea of all this hair being pulled back into a ponytail. Later I will have to explain with more fur how the heck her ears are poking through all this pulled back hair but as this is a toony type of character Im not gonna stress over how believable the design may be. Its more important to just keep moving forward and then move right on to the next character if there's nothing else that can really all that significantly improve the look of the current one.
Sorry, as mentioned in previous vids, the base hair shader was an asset I bought and I cannot reveal the node setup because it could defeat the purpose of the seller and I have my own edits to it too however I have linked his material before in previous videos, here it is again below. The notations are in Chinese so its good if you have an understanding of some eastern script/Chinese written characters (even if you know a lil Japanese Kanji like I do you may be able to see the shape and interpret the meaning on your own). Its a plus to know that stuff to be able to reverse engineer the shader for your own purposes when it comes to making your own hair cards should you choose to use it on your own projects.
Guang's UE5 hair shader
https://www.artstation.com/artwork/nEWWeX
(If you buy it and are totally lost on how to make your own maps just comment me here and Ill give you a hint what maps go in which channels for the main RGBA control map)
**Warning this is not by any means a walkthrough or guide. Lots of mistakes were made and I'm sure not the best solutions were used but the goal for today was just to get it working and look reasonably ok.
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