Hi fellows I was looking for some insight into your workflow when working with characters and creating an item such as long (maybe shoulder length) hair or pony tails and how you go about creating it. Are there any shortcuts besides carefully placing each hair plane on the character's head?
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I use Max and am familiar with lofting but wasn't really sure how it works. I guess maybe the equivalent for Maya Curves is the NURB CV Curves in Max? I'm going to try it, but the problem I had was getting the spline curve to start from the top of the mesh, I don't know if I need special snap settings enabled or not.
By the way, do you use the same UV space for all hair geometry?
After that you can do whatever you like with that geometry /( modify UV',s collapse to one object wetc.. .)
EDIT:
You can even use Hair&Fur ( if you are brave) to generate your hair splines. That way you can use the hair combing/styling features to tweak your initial hair shapes. There is a Guides->Splines or Hair->Splines conversion button in there. After you got your hair splines, you can delete the hair modifier of course...
To generate the geo from those splines ( which are in one object and extrude does'nt work good in this) , you can use Spline's render in viewport feature using rectangle and a thickness of zero. Be sure to vertex weld afterwards as this produces thickness which you want to remove...
In my test this generates to many unwanted hair splines, but i only toyed arround for 5 minutes ;-)
So if I have say, 200 hair planes to work with, how should I go about UV Unwrapping them? Would it be wise to pack all of them in the same UV space or?
Edit : AH I see. So you want to UVW Unwrap the first plane before duplicating it? And when finished, is it ok to combine all of the hair planes into one mesh?