- layer 2 complete for this. I'd say it's in a pretty good state so far. Before anything else, *insert traditional well documented complaining about the FO4 headmesh here* ... just so I don't forget :P
- anyway, back to the actual hair, I did originally intend for this to be much simpler, but once again, I didn't stick with that and chose to overcomplicate things. I did find some hair reference that I liked, so that kinda made me go for something like this.
- from the pics I've seen and info gathered, the butterfly cut is a layered hairstyle, so it was important for me that this actually had visible defined layers, or else I'd have failed at making this hairstyle. I think I did a decent job on that front so far (there's definitely some stuff I'd do different in hindsight) and once the smaller cards come into play it should complement the bigger hair clumps nicely.
- in terms of the actual 3d model, the base is done and it's a matter of detailing now. The more time spent, the better it will look. While I can stop at any time as even the hairline is closed up, I definitely do want to spend some more time on it, even if it is more "complete" than it would traditionally be at this stage for me. I do think it will really benefit from it.
- from this point on, I will be switching the way I model/detail it to spline based cards. Part of the reason I wanted to do a new hairstyle relatively soon after the last one was because I wanted to try this. I wanted a simple style (which turned out not so simple LOL) that I could model differently than how I'd do it normally. I dabbled with something like this back for hair#6 I think, but this method should be a bit more refined than that and hopefully faster (the main goal behind trying this). I did want to model the whole hair like that and played a bit with it initially, but I ended up doing the first 2 layers in the way I've always done them. I determined that detailing is where doing it with splines would really shine. Now we shall see...