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Joan of Arc: Shag Hair

By Michel Roger
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Date Added: 24th March 2010
Software used:
3ds Max

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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...

In the following page, one will supplement hair and will regulate the parameters for returned...





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