'General'

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"Completing the Human Figure, chapter 7" by Peter Ratner

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.


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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.
 
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