Believable3D opened this issue on Apr 06, 2009 · 23 posts
Realmling posted Fri, 22 May 2009 at 9:59 AM
Putting together a tutorial takes a great deal of work...specially if you're trying to make it not be app specific, which makes it more difficult than just a normal tutorial for a given program.
Myself - I use a modified sphere for the skull cap, then build hair strands up with planes. (pretty similar to DarkEdge, just I skip the splines and go straight for the primitives). For toony hair, I use cylinders with the cap polys deleted. I set up the mapping on my primitives before I start constructing the hair which can save a lot of headache later on. Generally the only thing I have to fiddle with for mapping is the skull cap, and once I get one finished for a figure I simply reuse it for the next hair.
But even more important than how a hair is built is how it's mapped. If the mapping isn't easy to work with for making textures, doesn't matter how well it's built. Textures and transmaps can make or break a hair model....why I ended up with a texturing partner for some projects.
I basically just kinda taught myself, and just experimented. I pulled different hair models into Max, pulled them apart to inspect the different elements and then just fiddled around until I found a way that worked for me and got similar results.
Can't say exactly when, but I could probably whip some sort of intro type tutorial up for some basic hair modeling tips. Can see how I setup tutorials here, most recent batch are the Sailor Moon ones. (doesn't do me to waste time on a tutorial people can't learn from based on how I teach)
http://forums.realmofsavage.com/forums/24/ShowForum.aspx
Crazy alien chick FTW! (yeah....right....)
Realm of Savage - Poser
goodies and so much more!
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