This week I finished modelling the character as well as the textures.
Here is a three view of the completed character’s head. cel shading materials and realistic materials in parallel, there is also a part of the node production by hand-drawn mapping to join.

Material:
Skin material:
I tried a few different ways to make the skin material, the first is the crayon material, use the crayon tool in blender to draw on the surface of the model, you can achieve a very stylised effect, it can mimic the crayon drawings, watercolour paintings, more fairytale texture, but this material will not change according to the influence of the light, the similar works are the game Hades (more inclined to the hand-painted mapping). The second one is the colour node, I got the inspiration from the League of Legends. It has more realistic materials in it, and one of its features is that it draws shadows in a painterly manner

Material node: change the colour of an object through the relationship between light and dark. Node to divide the material into two parts, light side and dark side, first in the light side connected to the painted face mapping, adjust the gradient of the black and white strips can be changed in the light and dark intersection of the turn of the line, the scope of the shadow.
Three views of the head after finishing the material:



Map detail: The eye material, blush, and skin details were drawn in ps. The eye highlights are separate models using a material that always glows regardless of light, this little round piece is attached to the top of the eyeball model to make the character’s eyes look more intense

Hair design and modelling:

As it was my first time using blender, before modelling the hair I researched how to make hair using blender, the principle is to make a cross section of the hair with a circle and then use curves to turn the cross section into a hair piece. A strip of hair was used to attach it to the model head.
Consider the position of each set of hair first, before pasting the model from the inside out. Straight hair will be much easier than curly hair, I wanted to try a higher challenge, I designed several versions of the hair and finally chose the curly version.
Start with the bangs and do it in clusters symmetrical left and right. Then lay it all over the back of the head. It takes quite some time and patience to adjust to the ideal position in order to prevent the hair from moulding through each other.

Here’s the hair converted from curves to geometry, you can see the mesh, indicating that it can be edited. Some fine tuning can be done here.
Body modelling:

Modelling the body according to the draft, building a rough outline with geometry first, then gradually adjusting the points and lines, adding details with sculpting
Clothing modelling: Relatively simple, just copy and extrude the faces of the body and adjust them.


Modelling from sketch

Some fine-tuning

