As I wrote in the last post, I changed the topology of the head a bit to support the hair and eyebrows by the geometry, so I had to re-texture the model. I think the hair looks much better now. Here’s a new screenshot:

As I wrote in the last post, I changed the topology of the head a bit to support the hair and eyebrows by the geometry, so I had to re-texture the model. I think the hair looks much better now. Here’s a new screenshot:

I started a new female character model and just finished the first version of the head last weekend, including texturing. Though I am a big fan of Blender’s particle hair simulation, I decided to just stick to polygon hair for now. The hair is not supported by the geometry yet, but it’s a start.
After some feedback from guys from the BlenderArtist forums, I applied some modifications to the model. The eyes have been moved a bit upward. The lips got an extra edgeloop, and the crease flowing down from the nostrils is now flowing a bit further down.
In addition, I decided to incorporate hairs and eyebrows into the geometry, but haven’t re-textured the model yet.
Although I didn’t change them, I decided to record the settings for the eyeballs. The eyeballs consist of a transparent outer sphere, and an inner sphere to hold the actual eye textures.