From the get go we wanted to be able to depict all hair textures as artfully and faithfully as possible.
The path is welltrodden for straight hair, and it was easy enough to apply our painted style to it, using a combination of textures.
The look of curly and kinky hair was more difficult: how do you represent a very complex texture in 3D while keeping a low poly-count and sticking to our simplified Art Direction ? We went through a lot of research, both of real-life and what had been done in other games, before trying to make our own thing. We ended up using a few different techniques.
Louise-Akiko Poullain was in charge of developing the coily hair styles and we reached their current look thanks to her. I worked more on the curly side, which is why you'll see that curly ponytail a lot in this post.
For physics simulation we started with proxy meshes and Chaos Cloth, before switching to Bones simulation thanks to the work of Florine Fouquart and Roxane Hansmann.
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The Character Art team:
https://www.artstation.com/loukyo
https://www.artstation.com/jeanavisse
https://www.artstation.com/oxeen
https://www.artstation.com/lazarecolleville
https://www.artstation.com/vincent_chambin
https://www.artstation.com/yannlavrand
https://www.artstation.com/guybrusht
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Our Art Directors:
https://www.artstation.com/sabrinatobal
https://www.artstation.com/shaose
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Our Technical Art team:
https://www.artstation.com/eg0
https://www.artstation.com/yannesparbie
https://www.artstation.com/marinbourgne
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Our fantastic Rigger:
https://www.artstation.com/roxane-hansmann
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Our Animation Team:
https://www.artstation.com/dulours
https://www.artstation.com/daccardomelanie
https://www.artstation.com/sharpi_animation
https://www.artstation.com/annefpi
While we had a prototype of our shader for the hair, it was greatly enhanced by the work of Marin Bourgne. He added the fresnel lighting, the anisotropic reflection and made our color shifts much richer. Needless to say the shader is now a lot tidier !