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question about hair in 3ds max
show user profile  ariana
how can i export or save the hair i create without the head? is there any way i can detach it and the hair will mentain the same settings?
and something else? is there any way i can create hair from a geometrical shape and not from spline?

i'm new in this and i have so many questions...i just hope to find people that know the answers.
read 740 times
2/23/2011 3:26:03 PM (last edit: 2/23/2011 3:26:03 PM)
show user profile  Mr_Stabby
for hair that goes on the head i usually create it by cloning the head/body object, cutting out the hairline and deleting the excess polys then apply hair and fur. After that you have several options of what to do with the mesh, you can apply a specle transparency map with a standard material for example to create the illusion of hair roots and such but these dont really hold up too well in closeups so usually i just disable render on the object(the hair still renders) which also speeds up the render a lot (not sure whats exactly going on there but its got something to do with hair intersecting the mesh they originate from = bad performance). All in all this will give you a wig type object that you can attach to the skull as needed. Do keep in mind that the amount of hair guides you will get to work with directly depends on the vertex count of the underlying mesh and since you probably wont render the mesh anyway its only real purposes are a) carrying UV data for mapped hair modifiers b) determining the density of detail. I usually work the scalp mesh a bit after cutting out the excess to get more detail around the hairline in the front coz thats where its needed most of the time

as for creating out of a geometrical shape i assume you mean so that the hair will follow the shape of the geometry like it does with splines? afaik there is no way

read 724 times
2/23/2011 4:18:35 PM (last edit: 2/23/2011 4:18:35 PM)
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