Rigging
I started creating the character rigging, and I used Advanced Skeleton to rig my character.



Hair Rigging
My idea was to make the hair flow with the wind, which raised technical issues, as I had never done hair simulation before.
I used ncloth in Maya to simulate it, but the effect was not ideal in the beginning. The hair did move with the wind, but the original hairstyle also changed, causing all the hair to move towards the ground.

Based on information I found online, I restrained the roots of my hair.

While this allows the hair to hang down naturally, it also alters the original shape of the hair.
Solution:
After searching online for more related documents, I decided to use rigging plus nhair to create it.
First, I added several joints based on the hair.

Then, curves are plotted based on these joints.

Then, based on the curves and joints, Ik handle is created.

Finally, add an nhair to this curve and pass the value to the skeleton. And change the values and add gravity.


This way, the hair can be physically simulated according to the movement of my character’s body.

Texturing
I encountered some problems while creating the character “ID”.
I didn’t create the texture in Substance Painter; instead, I used Unreal Engine because I wanted the entire texture to have a certain rhythm and to give the character a sense of mystery.
To achieve the desired effect, I enabled Substrate in Unreal Engine, but I’m using version 5.4.4, which doesn’t have all the features of Substrate yet.

After using a material, the material will be divided into two parts, top and bottom, and each part can use a different texture.

I created four versions, which allowed me to compare them in a scenario. After comparing them, I used the last version.



