sliderule opened this issue on Jul 21, 2013 ยท 11 posts
andolaurina posted Sun, 21 July 2013 at 8:10 PM
If you plan on redistributing your hair, you cannot take one polygon from any base figure mesh.
I'd suggest getting PhilC's Hair Designer plug-in. It's awesome plus he has tutorials. He will walk you step-by-step on how to create prop or conforming hair. Hair Designer comes with hair pieces and everything you need to create the necessary rigging...and even some textures, although I'd suggest finding something else for the texture part.
http://philc.net/HairDesigner.php
So...
Don't use the base figure mesh. That's a good way to land yourself in hot water. Model your skullcap from scratch in silo (from a box around the head) [or use PhilC's product]
You're simply looking to touch/intersect the scalp. You do not necessarily have to weld the strips onto the scalp. (In fact, that can be a very bad idea).
Width-to-thickness is a personal preference. I would say to look at any hair models you have and like (but don't take anything from them). Thinner strips or even cylinders (see AlfaSeed's hair) can work and even be stunningly realistic, but they tend to get very high poly.
rokket is right. There is some skill and expertise needed for both modeling and texturing. But, if you want to fast-track it, PhilC's tools can help.
Hope this helps. If you make something, post it and let us see. :-)
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