The reference you're using has hair in solid spikes. Unless you're going for a more realistic take on the character, there probably isn't any necessity for alpha planes on this guy at all.
Jackablade is right,
Unless you wanted to go with a very realistic treatment you could go with straight modelling, no alpha.
It will give more of a stylised look wich look like it would fit the character perfectly
I agree with these guys, don't use alpha planes for that dude.
BUT... I think the main issue you are having is visualizing where the hair goes and how its flows around the skull. What I do personally if I have trouble visualizing stuff I either sketch it in photoshop, or lately just sculpt it in zbrush. I find it very difficult to just lowpoly model stuff without a very solid idea in my head all the various volumes.
So If you sculpt this in zbrush first, (use dynamesh and it would be easy) just retopo in max and your done. simple.
Replies
http://www.paultosca.com/varga_hair.html
Yes I have. Thanks. I'm just not sure about how to place them so that they appear thick enough when textured.
The best way when you don't know how to do something is to look how other artists do it.
Unless you wanted to go with a very realistic treatment you could go with straight modelling, no alpha.
It will give more of a stylised look wich look like it would fit the character perfectly
BUT... I think the main issue you are having is visualizing where the hair goes and how its flows around the skull. What I do personally if I have trouble visualizing stuff I either sketch it in photoshop, or lately just sculpt it in zbrush. I find it very difficult to just lowpoly model stuff without a very solid idea in my head all the various volumes.
So If you sculpt this in zbrush first, (use dynamesh and it would be easy) just retopo in max and your done. simple.
I'm doing a him a bit more realistic