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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 11 3:50 am)



Subject: Skull Caps and growing hair


Vially ( ) posted Fri, 15 April 2005 at 10:37 PM ยท edited Tue, 11 February 2025 at 10:07 PM

Is there a good tutorial someplace on how to use and/or create skull caps? I've been thinking about the various hairs for the characters, and I just can't find anyhting really informative on thier use. Is there any thing on how skull caps are created? Thanks in advance.


geep ( ) posted Fri, 15 April 2005 at 10:45 PM

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



Acadia ( ) posted Fri, 15 April 2005 at 10:45 PM

Attached Link: http://www.perpetualvisions.com/articles-and-graphics/tutorial-poser5-hair2.htm

I haven't made hair, I've tried, but I ended up with a huge stiff spiked mohawk. Anyway, I do know that you don't need a skull cap in order to grow hair.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



randym77 ( ) posted Sat, 16 April 2005 at 6:15 AM

Attached Link: http://studioverite.com/forums/viewtopic.php?t=5

Skullcaps are generally made in modelling programs. If you make one the way Dr. Geep suggests, there may be problems about distributing them. Plus, it's hard to control resolution and polygon placement that way.

It's best to have a skullcap. That way, you can save the hair, and use it on other characters. You can also re-distribute the hair (as a freebie or for sale), as long as the maker of the skullcap permits it.

Link is to the best tutorial on styling dynamic hair that I've found. It includes a free low-res skullcap that's great for dynamic hair.

PhilC also has free skullcaps, which he allows you to re-distribute. But they are too high-res to be ideal for dynamic hair, IMO. (That's another reason to use a skullcap; the actual head mesh is too high-res.) Dynamic hair tends to work a lot better if it's low-res.

Of course, the ideal skullcap depends on the style of hair you are making. Here's an idea for a modeller/merchant: make a selection of low-res skullcaps, designed for dynamic hair. Say, 8 to 30 polys, in various arrangements. (In contrast, PhilC's skullcap has something like 3,000 polys.) Allow the skullcaps to be redistributed, so people can give away or sell the hair they make. I'd be first in line to buy such a package.

And if you're into dynamic hair, Kirwyn's "Genesis Hair" is well worth the money. See "The Dancer" and "Windblown" in my gallery, if you want to see what you can do with the Genesis hair. The hair sim, with working collision, took all of 40 seconds for "Windblown." And that was in Poser 5.


Paula Sanders ( ) posted Sat, 16 April 2005 at 2:45 PM

The second hair tutorial in the Poser 6 tutorial manual addresses making skull caps on page 248.


Vially ( ) posted Sun, 17 April 2005 at 7:57 AM

Hi Folks, Thanks for the info, I'll take a look at the tuts suggested and see what I can figure out. Oneof the main reasons I ask is not because of the main head hair, but the extrenuous hairs... you know Lashes, Eyebrows, moustache, beards, etc. I've looked at V3, and interestingly enough she has a rim of polys around her eyelids, right on the edge...right where a persons eyelashes grow out of... So I think to myself...self, wouldn't it be easier to just put some hairs in there than to try and get these transmaps to do what everyone says they do? Eyebrows, you have texture maps, bump map, transparancy... yada, yada, yada... Again I say self... wouldn't it be easier to just put some hair in these spots? So Anyway, that's the idea, now if these tuts work out I might be able to figure this out. Thanks again.


Vially ( ) posted Sun, 17 April 2005 at 7:59 AM

Oh, and PS to Paula, This is for P5, haven't been able to afford getting the upgrade yet, (starving student and all that stuff.) Guess I should have mentioned that.


randym77 ( ) posted Sun, 17 April 2005 at 8:25 AM

The P6 manual doesn't really tell you how to make skullcaps. It just recommends that you do, in a 3d modelling program. Which modelling program and how are up to you.


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