FiberMesh to Splines will convert the exported FiberMesh polygons from ZBrush to splines.
The splines can be used to create and render 3DS Max hair either with 3DS Max default hair modifier or using a hair plugin that has a recomb from splines option.
Learn more
here.
[ame="
http://www.youtube.com/watch?v=9gCigHur21c"]FiberMesh to Splines for 3DS Max - YouTube[/ame]
Replies
Honestly, I'll take HairFarm over both of those options any day, too bad you can't go ZB to HF.
The small FiberMesh to Splines for Maya application will convert the exported FiberMesh from ZBrush to splines.
The splines can be used to create and render Maya hair either with Mayas default hair or using a hair plugin.
More here.
[ame="http://www.youtube.com/watch?v=NVNtY-WIgIk"]FiberMesh to Splines for Maya - YouTube[/ame]
I already made it for max here.
FiberMesh to Splines Standalone is a standalone application that will convert the exported FiberMesh from ZBrush to splines.
You simply drag and drop the exported .OBJ of FiberMesh on FiberMesh to Splines and it will convert it to splines in .OBJ format. The splines can then be opened by a 3d software that supports importing splines from .OBJs.
Then the splines can be used to create , animate and/or render hair in your 3d application,
More here.
[ame="http://www.youtube.com/watch?v=2jbwd81f1Jw"]FiberMesh to Splines Standalone released - YouTube[/ame]
i repeat,
i can't really tell by the amount of points it has in there. + by optimised i mean getting most of the splines down to 2 or 3 points and having them smooth