Hair in MSO Nelly Main Promo?

LauritaLaurita Posts: 271
edited April 27 in Product Suggestions

Can anyone identify this [hair in MSO Nelly main promo]?

https://www.daz3d.com/mso-nelly-hd-for-genesis-9-feminine

Post edited by Richard Haseltine on

Comments

  • frank0314frank0314 Posts: 14,704
    edited April 27

    The stuff that was listed in the promos doesn't list that hairstyle, so it's likely not a Daz product.

    Post edited by frank0314 on
  • FirstBastionFirstBastion Posts: 8,048

    It does look to be tied like a ponytail,  so you might want to check through those.

  • frank0314frank0314 Posts: 14,704

    I thought so too but couldn't find any hair that draped over like the bangs in that image. What makes it hard is it could be a morph within the pack, so wouldn't show up on the main promo.

  • LauritaLaurita Posts: 271

    It definitely looks like some kind of ponytail, that's why I am interested. Maybe a not yet released OOT hair by the looks of it. At least that's what I would hope.

  • richardandtracyrichardandtracy Posts: 7,077
    Mousso's usually very good about including the items in the "Promo's Include..." list, which rather convinces me that it's a yet to be released item. Regards, Richard.
  • MoussoMousso Posts: 243

    Hi! Its Linday's Soft Classic Hair pulled back into a pony kind of style with zbrush. 

    Forgot to link it. Sorry!blush

  • LauritaLaurita Posts: 271
    edited May 4

    Thank you that's something I never would have expected it to be!

    On second thought: How did you do that, would I really need ZBraush to to achieve a similar result? I've been looking for low pony tails since ages, especially for Linday's Long Wavy Hair. 

    Post edited by Laurita on
  • felisfelis Posts: 5,725

    I don't have it (in my wishlist). But it is polygon hair, so can be adjusted in any modeller.

    If you don't know a modeller, you might be able to do it with an animated timeline simulation. Start with the character in horizontal position, so the hair falls back, and then use the helper objects, e.g. 2 cylinder primitives, to push the hair towards the center, and then raise the character to upright (default) position. It can be a bit fiddly to get the timing of all the movements right.

    If you use the base character for this exercise you can export it, and import as a morph you can use whenever you like.

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