Mustakettu85 - 03 December 2012 09:33 AM
Gone - 02 December 2012 11:38 PM
1 hair node.
Not sure what kind of tips you are looking for. Eyebrows would be made using the same techniques as head hair - just using smaller paint areas and shorter hair strands. But I agree that making them look right is not so easy.
Well, tips like how many hairs to generate, what root/tip thickness, and how to setup the surface shader for hair so as to decrease the shininess... the rest is brushing and re-brushing them till you're blue in the face =)
Could I also ask how did you manage to create this cut with just one node?
The cut is pretty easy. As BrumitD noted, it's all in the selection. In this case, I selected half the hair and used the scale tool to shrink it to the scalp. Then select the other half and styled as desired. Side note, I also created a control map for the styled side of the head and plugged it into all the texture map controls in the clump and tweak panes so that all the clumping, etc would only be applied to the styled hair.
Also, you don't need to select the head and torso, etc to avoid clipping. Each of the panes has a "show all mesh" button to turn on and off everything that wasn't selected. If you have the other body parts selected, you may notice that some of the guide hairs get "stuck" in the mesh as you comb the hair into place. Without the mesh selected, the hair wont get stuck and you can turn the mesh on and off as you tweak the style.
With the last several images I've posted, I've left the root/tip widths at default. The number of hairs generated depends on the look I'm going for. Usually, I have between 150 and 300. What can I say, I just think it looks better.
On the few eyebrows I've done, it's usually 50 or less.
With the hair selected in DS, you can go to the surface tab and adjust the primary and secondary specular settings. Both default to full white and you can change them to suit your needs.
So, I hope that helps.