No renders at this time, sorry. What I can offer, if you like, it’s the current revision of the manual. Maybe even more interesting than a render, since it shows how the whole plugin works.
Here comes current manual revision. It will be changed many times from here to the end, so you might want to check out this thread for newest versions as they are available.
Thanks for access to the manual as it is now… My question is about the final export. You mention “OBJ groups” if your very happy with this model and want to export it as an OBJ to perhaps take into ZBrush to add in flow morphs or what ever is there a way to export it as one whole OBJ? I realize some folks will be making furry humans and what not but I’m thinking strictly everyday human hair styles right now.
Hi Richard, it will export 1 .obj (and one companion texture) for each shave group.
Reason for it is that each shave group can have different properties from the others (hair widths, colors, texture and density maps etc.).
However, in most cases there won’t be necessity for having multiple shave groups either.
PS: shave groups should not be confused with the model groups. Meaning that it’s not that you’ll get one .obj for each model group (head, neck,torso,hip,legs etc.)...
Richard, sorry I know it’s my cranky english: beiieve me it’s hard sometimes to explain even simple things.
I’ll make an example. Say you want to style some hair and beard. You can do it using only one shave group, and voilĂ , export it as a unique .obj.
But what if you’d like the beard, for example, have different hair widths than the hair, or use a different density map, shader etc.? Well, then you need to create a second shave group, and that will imply that upon exporting, you’ll have 2 obj’s, one for the the first shave group (hair), one for the second (the beard).
Anyway if you like to use those ZBrush, you can easily append as many .obj’s as you like in the same ZB subtool…
OK.. gotcha. So a hair prop would be one and the beard would be another and then a mustache would be another and side burns another since they would all have various lengths. Yes, on the right track? No, I’m an idiot and need a spanking??
OK.. gotcha. So a hair prop would be one and the beard would be another and then a mustache would be another and side burns another since they would all have various lengths. Yes, on the right track? No, I’m an idiot and need a spanking??
Almost. You mentioned “various lengths” but it should be “various widths”. However, if you don’t care much about assigning different properties for each type of hair used, also one single group (and later prop) may be created.
Hmmm, OK… still need to understand what’s meant by “widths” in relation to the hair. Each hair strand has a length that it’s “cut” too but there is a width to each strand or ??
Yes, besides the length that you can cut as you will, a shave group has a certain number of properties. 3 of these are:
- hair root width
- hair tip width
- hair width random variance
This means that you may create a shave group with thick hair (maybe for a beard), and if you like an additional shave group with thin hair to use for the eyebrowse or else.
It’s really simple to understand when you get to play with it.
OK.. gotcha. So a hair prop would be one and the beard would be another and then a mustache would be another and side burns another since they would all have various lengths. Yes, on the right track? No, I’m an idiot and need a spanking??
Your last comment has me thinking of the Castle Anthrax scene from Monty Python & the Holy Grail…
But seriously, I think this product may have me doing a lot of head-scratching when it comes out; but I’m sure it’ll be worth it. Sure wish it would be this easy to get hair in the real world.