That’s really nice to hear, because that make things easier.
At first I would recommend you take a little time to read the Readme and the Product Documentation that were delivered with Project M4 Hairy to get a slightly overview about the content and how it works. I’m sorry, it is necessary, because the product is a little complex with a variety of options.
Second, if you work with DS 4.5 - do the following, build up your M4 character like you would normally do, load M4 into the scene, give him a morph and a texture and maybe also a pose already. You can also use Genesis of course, but you must make sure that he’s in the M4 UV Mapping mode. Then you can create a geometry shell via the “Create” menue. This geometry shell is like a second skin around the main character and it’s there to to take the MATs from the M4 Hairy project - first Body Hair, then face hair - in that order. You don’t need any of the Utility poses becasue the shell already has an offset from the original skin set.
Project M4 Hairy is generally meant to work on a second figure that lays above the main figure. In Poser for instance you simply duplicate the first figure, apply the Bodyhair Utility Pose on that second figure and then use the MATs to get body hair on it with the original skin looking through. In DS3 you would simply built up your character, save it then as a scene and “Merge” this scene (File Menu) again into the existing scene to get an exact copy of the main figure which you then can apply the Bodyhair Morph and MATs.
Is this somehow understandable?