What I’ve tried so far is to create a specularity map and then use the specularity map as the ‘roughness’ for a toon shader. The results aren’t that great and I’m trying to find a better method. Using particle hair is not an option for this project, so I’m hoping someone out there has a good solution.
A little update on my progress. I’m using an Anisotropic shader and plugging my texture and spec maps into it. I then plug in my texture map into a diffuse shader and use a mix shader to combine the mix with the anisotropic. The result is pretty cool, but for some reason the hair is reflective. Any ideas?
Yes. A diffuse/anisotropic mix is the shader you want for polygon hair. OP, what do you mean “the hair is reflective”? The shine is a reflection of light sources, so that’s not exactly wrong. If you’re seeing reflections of other object though, that probably means your roughness is too low. Also, try using a layer weight or fresnel to mix the two.
Thank you! The layer weight worked like a charm. The hair was so reflective that I could see the character’s face reflected in their hair, but the layer weight fixed it. I also subdued my spec map a bit which also helped.