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A Head of Hair - Part 1 (Modelling)

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Step 4

Figure 5
In edit vertex mode, rotate/move up the lower segments of the hair so that it no longer cuts into the body. Try to keep the same basic length and size of the hair while doing this (figure 5). The reason for this will soon become clear.
Step 5

Figure 6
Remove any meshsmooth modifier and duplicate the hair mesh running over the top of the head. At the back crown of the head, rotate the last few hair objects into position. Select one of the hair mesh strips and attach all the rest to this object. Across the top of the head, each mesh strip just overlaps each other (figure 6). Re-apply a meshsmooth modifier at 2 iterations and make sure that the hair doesn't cut into the top area of the head. Except for the very top end that bends into the scalp, if need be adjust the vertices to ensure that the start of the hair does in fact come out of the head. Once you have finished tweaking and are happy with the general overall placement of the hair mesh, remove the meshsmooth modifier.
Step 6

Figure 7
Normally you would have to adjust and tweak each hair strip into place around the head and over the shoulders. That can be a very long and tedious task, which also tends to result in stiff looking hair. The solution to this and the reason why we have those mesh strips all bent up is to use a cloth simulator to give us a more random and dynamic look. Select the main head mesh (unfreeze if necessary) and apply the SimClothMod modifier. In the Type rollout, select Deflector (figure 7). Any other settings either have no effect or will be set by the modifier that's applied to the hair mesh.
Step 7

Figure 8
On the hair mesh, which doesn't have any meshsmooth, apply the SimClothMod modifier. Switch to the vertex mode of SimCloth and select all of the top 3 rows of vertices on the hair mesh. Click the new button. Within the Group params rollout, turn the attached check-box on and then clicking the button next to it select your main head mesh (figure 8). This will fix those vertices and prevent them from moving during the cloth simulation. All other options can be ignored, as they will be set in the main SimCloth rollouts.
Step 8

Figure 9

Figure 10
On the top level of the SimCloth modifier set the Type rollout to cloth. Within the Dynamics rollout the main one to adjust is the Gravity setting. You want the "hair" to be pulled down fairly quickly but not at such a strong force that it gets pulled down dead straight and stops. Under the Integrity rollout the three to look at are Num. steps, Tightness and Keep speed (figure 9). For the Deflection rollout, make sure that Self-deflect is checked and adjust the Deflect distance to keep the mesh near too but not cutting into the main head model. Under the Simulation rollout the End frame should be somewhere between 20-30 fames to give you enough simulation to pick a frame with "hair" that you like. For the Max subdivs a setting of 3 should be enough but it can be increased to 4 if need be (figure 10). For all these settings, it is really going to depend on the exact size and scale of your character and layout of your hair mesh. The above settings are nothing more then a guide and suggestion as to which setting should be adjusted first. You will need to experiment and tweak some/all of those for your scene.
   
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Last Updated: Sunday, April 29, 2007 16:19