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For
this tutorial on Shag Hair, we will
give hair to poor Dina, she is so cold...
It of course it is recommended that
you practice the preceding tutorials
before trying the rest of this tutorial...
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Start,
by creating a Multi/Sub-Object material
which we assign to the model.
ID
1 is for the texture of generic procedural
skin.
For
the moment only the basic color is
active.
ID
2 will define the storage area of
the hair on cranium.
A
texture bitmap in gray levels will
give Shag Hair the indication of length
and density of the hair.
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The
faces representing the zone of the
hair are selected and assigned ID
2.
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In
the ID 2, we define a texture of the
material in the Diffuse channel.
This
will make it possible to adjust the
storage areas mapping easily.
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With
UVW Map, the co-ordinates of texture
is adjusted.
Here we use a spherical projection,
the gizmo is directed to give the best
possible result...
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A
plugin such as Texporter
makes it possible to recover the UV
of a bitmap at the size of your choice,
which will be used as gauge in Photoshop
to carry out the establishing texture.
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The
texture of Checker is replaced by
establishing texture bitmap.
Information
of the establishment will be resolved
only at the end, when all the hair
wicks are in place.
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The
following stage consists of cutting
out the zone of material ID 2 (storage
area of the hair) in several emission
zones of the hair for Shag Hair.
Each zone will have a clean shape
for the hair.
All
of the zones thus make it possible
to carry out a hairstyle more complex
than with only one zone.
Nevertheless,
it is necessary to take care not not
to define zones, that increasing the
time of
pre-processing too much.
It is advised to make a sketch or
to refer to a photograph for the hairstyle.
This avoids time wasting...
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One
now will give the shape of the hair
a zone of material ID 3.
For that, we need to make a spline
of two points (smooth type) which
we suitably position in the zone.
To find them more easily I call the
Hair "temple G" (left).
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We
apply the Model Hair modifier to the
object "Hair temple G".
Leave the default options.
The orientation of the hair will take
up the challenge according to the normals
mesh (Mesh Vertex, Normal).
In Environment, we add Effect Shag
Hair, which we rename "temple
G" and add Shag: Render.
Emitter
is the "* * * Dina HD" object.
Then click on Face Level, this indicates
the zone of Sub-Material ID 3.
Finally
we select Model Hair "Hair temple
G".
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For
the parameters, this depends on the
size of the object, also it is recommended
to leave the default values at first.
See
the counters adjustments in this case.
Clumping makes it possible to mark
the wicks by gathering the hair towards
the point.
Within the Random framework, we can
change the way in which the hair is
directed.
The
base of the hair has Strand Vertex
and in the medium hair has Middle
Strand.
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To
facilitate the adjustment, and orientation
of the hair it is necessary to align
the hair models "Hair temple
G" with the general frame of
reference, here according to the normals
of the faces of the mesh.
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To
modify the shape of the hair. Select
the starting spline, in the stack and
add vertexes with the Refine function
and move them.
That functions well but we notice a
little anarchistic hair...
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In
the Influences, Options of the Model
Hair, activate Attraction and regulate
it so that we see this throughout the
length of the pilot hair.
The hair then tends to gather and follow
the pilot hair.
Add
noise so as to give the hair more
disorder.
Finally
the parameter Absolute Direction is
adjusted to finish gathering the wicks.
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Unfortunately
the hair does not take account of the
mesh and it is necessary to manually
change our settings so that the hair
sits on the mesh.
It
is possible with the activation of
dynamics to animate the hair, that
we will do on the next page...
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In
the following page, one will supplement
hair and will regulate the parameters
for returned...
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