Patrick: The hair shading is also some of the best to be seen. How did you create such realistic hair?
Richard: Painfully! Hair is not an easy thing to do in 3d, at least not easy to make look good. We wanted to create hair that looked and felt full. Again, not an easy thing to do in games since we are always limited by the amount of polygons we can use. This was another area that we decided not to hold back on. The hair alone got into the thousands of polygons. I think Drake’s hair is about 2500 or so.
We also worked pretty hard to find a shading solution that felt like real hair. We must have gone through about 20 iterations before we landed on the one used. It was a huge back and forth between us and the programmers to find what solution held up best.
In the end, we used a custom hair shader that simulates the specular sheen on hair combined with soft alpha and painted texture maps. It’s really nothing too crazy. Hair was something we were very worried about so to hear that people are happy with it makes us all feel very good about our decision!