Vially opened this issue on Apr 15, 2005 ยท 8 posts
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.