Hair
![](https://static.wixstatic.com/media/c455db_356e4326a972489ca76f7bcb472e33d3~mv2.jpg/v1/fill/w_144,h_108,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c455db_356e4326a972489ca76f7bcb472e33d3~mv2.jpg)
I wanted to focus on getting more work done on the hair. Vex's hair is supposed to be fluffy, wavy, and choppy. I started by remaking the blockout I made at the end of the last devlog.
![](https://static.wixstatic.com/media/c455db_c832c79d2e954eb0bb19d0d8d122a378~mv2.jpg/v1/fill/w_144,h_108,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c455db_c832c79d2e954eb0bb19d0d8d122a378~mv2.jpg)
I made this blockout slightly based on the last one I forgot to save, but I added more sections to make it more detailed. From there, I worked on making the hair more detailed. I did this by using spheres I deformed. I put them together according to the chunks I outlined in the blockout.
![](https://static.wixstatic.com/media/c455db_2e7992f58c7a447088f39d77d328b06b~mv2.jpg/v1/fill/w_144,h_108,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c455db_2e7992f58c7a447088f39d77d328b06b~mv2.jpg)
It was here I decided I'd keep the major chunks of hair as separate subtools. I still want to try hair cards on this sculpt later on, but for now, I'd have the sculpted hair I like to do. I kept working on the hair, focusing on face-framing pieces first as these would be the more detailed bits.
![](https://static.wixstatic.com/media/c455db_ada88c1953d240f6b17308d686bd18e8~mv2.jpg/v1/fill/w_144,h_108,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c455db_ada88c1953d240f6b17308d686bd18e8~mv2.jpg)
I got all the pieces of hair populated, from there I had to make some decisions on if I would dynamesh them together.
![](https://static.wixstatic.com/media/c455db_356e4326a972489ca76f7bcb472e33d3~mv2.jpg/v1/fill/w_144,h_108,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c455db_356e4326a972489ca76f7bcb472e33d3~mv2.jpg)
![](https://static.wixstatic.com/media/c455db_90ab3be3b04d4626801defd78394949b~mv2.jpg/v1/fill/w_144,h_108,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c455db_90ab3be3b04d4626801defd78394949b~mv2.jpg)
I generally don't like it when I dynamesh the hair tubes together. I think it loses a lot of the expressiveness once it's dynameshed. I decided to keep the groups separate. This does mean the internal geometry was not dealt with but I decided I'm willing to go in and delete those faces individually when I need to topologize. I will hate my decision when I do topology. I'm thinking for my next project I'll keep hair pieces that fly away as seperate subtools so I can dynamesh and sculpt the main part of the hair and keep those from getting eaten in the process.
![](https://static.wixstatic.com/media/c455db_786e35d0b5984e9ab523a4950f8d5fa2~mv2.jpg/v1/fill/w_144,h_108,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/c455db_786e35d0b5984e9ab523a4950f8d5fa2~mv2.jpg)
Next Steps
I'll be focusing on the clothing for the next few weeks. I'm going to first get a good blockout of the dress shape and layers, and I'll work from there.