Playing with DForms on the Karissa Hair

cdpro_2831bbd990cdpro_2831bbd990 Posts: 1,430
edited November 2017 in The Commons

So, since I haven't seen a side part, loose bangs, sort of version of curly hair, yet.  I've been playing with DForms on the closest I've found, the Karissa Hair, to try and get that romantic style.  I made two versions, one with the crown volume thinner, part to the right and bangs loose forward.  The second is the same but with the right side pulled behind the ear. I would like to have another single strand on the left front that could be pulled stray over the left eye.  But, the model seems to have that portion integrated into a larger hair section.  Possibly, it could be done with a cutout...or a separate add on lock.

It could still use a little work.  But, here's what I've come up with so far...no postwork, and these are about 90% rendered.

The character is my own creation.  I'm calling her, "Flower," as a working title. :)

Flower with Ariel skin karissa hair morph 1.jpg
1199 x 1697 - 2M
Flower with Ariel skin karissa hair morph 2.jpg
1199 x 1697 - 2M
Post edited by cdpro_2831bbd990 on

Comments

  • LlynaraLlynara Posts: 4,772
    edited November 2017

    Very lovely character! That's also a great hair. It's neat to see what you did with it.

    Post edited by Llynara on
  • Thanks.  It takes quite a lot of pushing and pulling and changing the field parameters to target what areas of the mesh are affected.  Then, there's a lot of test renders.  But, I'm pretty happy with this result.  The mesh stretching isn't too distracting.  

    The character was developed using Facegen and Figure Metrics.  It's amazing how much you can do with just those two tools.  FG faces rarely look spot on by just using the auto generator.  Generally, there are still hours of tweaking the face morphs before the proportions and particularly, the jawliine, looks good.  I use HinkyPunk's Build - a - Babe Photoshop template to create the skin.  But, I'm going to try working up something in Skinbuilder 3 as well when Zev0 puts out the G8F upgrade.

  • Don't forget that you can use a weight map to control the area of affect of a dForm - it will apply the weights from the field initially. Select the dForm, switch to the Node Weight Map Brush and in the Tool Settings pane Add the Influence Weights map then edit it.

  • Don't forget that you can use a weight map to control the area of affect of a dForm - it will apply the weights from the field initially. Select the dForm, switch to the Node Weight Map Brush and in the Tool Settings pane Add the Influence Weights map then edit it.

    Thanks,  I haven't tried that.  That does sound like an easier way to control the area of effect.

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