Fig.
7-39 Step 9. All the
splines are connected
to make the rails.
Fig.
7-40 Step 10.
After deleting
all the original
splines except
for the top middle
ones, the 3 are
rail cloned around
the head.
Fig.
7-41 Step 11.
The rail cloned
splines of the
scalp.
Fig.
7-42 Step 12.
Jittering the
rail cloned hair.
Step
9 (Figure 7-39). Create
rails for rail cloning
by connecting all the
splines. Since the splines
circle the head the connecting
ones will be closed splines
that form an oval-shape.
Step
10 (Figure 7-40). Except
for the middle and top
3 splines delete all the
rest of the original ones
that lead to the ponytail.
Place the oval connecting
splines (the rails) in
a background layer.
Step
11 (Figure 7-41). Rail
clone the 3 splines using
the same settings as before
except this time make
the amount of splines
greater like 200.
Step
12 (Figure 7-42). Jitter
the rail cloned hair a
little to make it more
irregular.
Step
13 (Figure 7-43). Make
the short hairs at the
base of the scalp. Use
the same method as the
one for the bangs. Since
the hair is thinner there,
you can use sets of 2
strands instead of 3.
Step
14 (Figure 7-44). Start
the ponytail by making
long hair splines. Create
a set of 6 on the z axis
and another 6 overlapping
ones on the x axis. Be
sure to start at the top
near the ends of the scalp
strands. Connect across
each strand making closed
oval-like splines. Start
by connecting the outside
splines and gradually
work your way in.
Fig.
7-44 Step 14. Connecting
the ponytail splines.
Fig.
7-43 Step 13. Making the hair strands
at the bottom of the scalp.
Fig.
7-45 Step 15. After
connecting the vertical
splines, all are deleted
except for the middle
group of three.
Fig.
7-47 Step 17. All the
hair guide sections
combined. A ponytail
holder is also modeled.
Fig.
7-46 Step 16. The rail
cloned pony tail. The
splines are also jittered.
Fig.
7-48 Step 18. Modeling
collision objects so
that the hair that is
affected by soft body
dynamics does not penetrate
the skin.
Step
15 (Figure 7-45). Delete all the original
vertical splines except for the 3
middle ones near the head and neck.
Step
16 (Figure 7-46). Rail clone the 3
ponytail splines. Make about 80 strands.
Jitter the pony tail hairs a little.
Step
17 (Figure 7-47). Model a ponytail
holder. This completes the steps for
making long hair guides.
Fig.
7-49 Sections of the
hair that are affected
and unaffected by soft
body dynamics.
Step
18 (Figure 7-48). In most
cases soft body dynamics
is applied to the hair.
This utilizes physics
emulation software engine
that can estimate the
effects of movement, wind,
and gravity. The objects
that are affected by these
forces become flexible
soft bodies. Collision
objects can be set up
so that the soft body,
in this case the hair,
does not penetrate the
skin. Since the only flexible
parts of the hair is in
the bangs and ponytail
it is not necessary to
use up extra memory creating
large collision object.
The illustration shows
the areas that have a
collision object. These
are made from parts of
the model so that they
fit closely against the
skin.
Parts
of the hair should have
their surfaces named according
to the amount of influence
soft body dynamics will
have on them. Figure 7-49
shows how 3 separate surfaces
define the flexibility
of the hair.