Use GroomLengthen and Move to lengthen hair. Use Smooth and Clip tools to shorten hair. Use Move Topological to shift individual strands around, especially on the left and right edges of the hair. On the top layers of your hair chunk, break up established polygroups into even smaller groups to create more shape variance and breaks in the hair. Use Pinch tool to clump hair strands together more tightly. Use Groom and Move tools to style hair flow. Shift-click drag to isolate hair chunks and ctrl-w to polygroup them. Turn off Fibermesh masking in Move Topological brush modifiers. If roots are too stiff, set Brush → FiberMesh → Front Collision Tolerance to 5, brush again and smooth the roots.Īdjust hair roots to be roughly at an even level. Will be dependent on root geometry.Ĭheck outcome with a preview render, adjust if needed, and Accept to commit.īrush straight down with GroomHairLong. Set Fibermesh Segments to 30 for long hair and 10 for short hair.Īdd Clumps if desired. Set Fibermesh Profile to at least 4, preferably 6. Paint in masks and generate Fibermesh using the preset.Ĭheck hair length and adjust as desired and needed.Īdjust Max Fibers and Coverage to get your desired hair density on the chunk. Mask/isolate and polygroup sections of the plane as your hair root parts. Subdivide your bake plane with smoothing turned off. This might take some trial and error and getting a feel for what works at the scale you’re working at, and depends on the size/density of your hair chunk.Ĭonsider sketching out a plan of your texture sheet in a drawing software or onto a subdivided plane. Strands that are too thick look cartoony and goofy ingame, strands that are too thin disappear in the bake and look sickly and wiry ingame. Plan the thickness of your hair strands carefully and preview render multiple times before you hit Accept. For example, if you’re making a long hair texture sheet, consider adding a small set of short or medium cards for potentially making bangs, fringes, neck fuzz etc.Ĭonversely, for a sheet of short hair, adding in a few longer cards if you have space can come in handy later. Consider potential hair chunks you MIGHT need in the future that you can reasonably fit into the sheet, even if you don’t need it for one specific model you’re making. Plan ahead for maximum reusability of the texture sheet you’re making. Planning your hair sheet
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