Hello there. So I had it where I shared this anime character I made. I was able to get some great feedback but from the feedback it does make me wonder on these. Now i use these on substance painter but if these are things I do in blender please let me know. I was told how my character need what I believe i spelled it right anisotropie reflection hair. How do I get that reflection on a character hair.
Next question is adding fresnel for clothing. How do you add fresnel to clothing on a character. Lastly so clothing should have wrinkle or creases and stuff, but I wonder is it ok if it already in it or set it up to be caused in the movement of an animation. Just personal question of mine on a model. Here are pictures of my character to help show what I like to apply to them. So like to see about applying the feedback I got just wouldn't know what direction to go and i know I could search it but sometime you get a million answer from a google search so hard to find out.
Here is my end result. Also I know got to work on hands. Hands aren't easy lol
On the second paragraph: Wrinkles and crease can be modeled or baked into the texture. If you want the wrinkles to smooth out in some cases you then want to setup shape keys for modeled wrinkles(AKA morph targets if you work with other 3D software). For Baked wrinkles you will need an animated texture(2D Morph). As for Fresnel, You don't need to add this if you are using any principle shaders, like the Principle BSDF. If you want to setup your own custom shader for main and Fresnel Colors then use a mix shader node. For the the fac you plug the Fresnel from either a Fresnel node or a layer weight node. From what I've seen most shader artist use the layer weight node.
Now your first paragraph: My understanding is that anisotropic reflection is for metal. With that said, you can plug an anisotropy texture into the principle BSDF anisotropic input under the Specular sub-panel. If you are using cycles then you would use Principle Hair BSDF node. I'm not sure on this one, but maybe the Roughness. If you're using newer blender with Huang it may be Reflection. Someone more knowledgeable than me will have to answer that or you can just play around and test it.
Well it also depends on what style are you going after. Those things don't have to be on a character model if you don't want them. There's all sorts of looks and feel, stylistic or realistic, it all depends what you ant to create and what you want to leave out, what you want to include, how you judge it looks, how you want it to look, etc, etc. Those realistic real world behaviors are not set in stone, people go for cel shaded, anime-like, realistic put without shadows. So what I'm trying to say is, there's no right or wrong, mainly what works and what feels and looks appealing.
true, the reason i ask is because these are things i like to work on to improve the look i want to go with so it more like i'm asking how do i do those cel shading and anime like or so. that what i'm asking. i know there are no correct way, just like to see what i can do to improve and get the result i want more.