In blender, I've modeled big shapely hair using paths for some cartoony characters i'm working on. The problem i'm having is some of the trands of hair have to be their own model when editing the paths, and now I'd like to combine them. Ive tried using Boolean union in blender, and it looks really bad.
https://i.imgur.com/8AjJ580.png
At this point, I'm willing to try using any 3d program to fix this seam. I've even downloaded sculptris and zbrush but I cant find any good tutorials on what I want for either of those.
I don't really use blender myself so I can't provide specifics on how to achieve the result in your program but seams excluding the texture are typically smoothing groups or welds. If the spikes are a different smoothing group from the rest of the mesh then they'll be smoothed separately, creating a seam. The same thing can happen if the vertices are separate. Rather than one of the edges of the spike flowing into a vert and then into the next edge on the spherical part of the mesh, it'll stop at the vertex and then another vertex will be used for the next edge. This will create seams regardless of smoothing group. Welding all of the overlapping vertices together in that area and/or making sure the smoothing groups are the same should do it.
I'm no expert with modifiers and fixing. You could perhaps avoided it using a different technique. Extrusion.
https://i.imgur.com/UL3p6Id.jpg
That could work, but these methods really depend on whether you're trying to fix an issue with a model that's already set up and rigged versus one you're in the process of trying to make from scratch.
the problem with that method is it doesnt produce my desired outcome like using nurbspath does
Well, I know this is not really a solution, but consider not joining the mesh at all, I doubt it would make problems since the head is a single bone and it doesn't bend, there really is no downside on doing it (as far as I know), you save some time, sanity and it'd probably also be easier with texturing.
Another solution is doing the hairs first, joining them all and THEN joining the hair to the head, I am sure the awful shading is just some ngons doing ngon stuff, so it would be easier to fix merging all of the hair first.
you'll probably want to boolean them together, then subdivide, sculpt it how you want, and finally bake the highpoly onto the lowpoly so you can get that purdy smoothing with minimal topology
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