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You are very welcome. I happen to come across it so thought I would post the link. I hadn't seen it when we were discussing it ealier in the thread.
Hmm. It occurs to me to wonder if you can do it with a hair density map. If you can somehow use a modified diffuse map (showing the scar) as a layer to guide you... you might be able to use a scar cutout mask, reverse it to create a hair density map.
I just have no idea if the UVs for hair layout and surface textures map directly or not.
No clue. There are just some things I have not played around with yet. It is something to think about, though. I'll keep it in mind the next time I bring this fellow out to work on.
Hey hey, it worked...
What I did:
Find the face decal directory (I made a decal, browsed from one of the textures, fastest way).
Open up Face with LIE, add a face decal from above directory. Mask it with cutout from same, to make a nice visible scar. (You can move and scale it, but record where you moved it/scaled it to to use in every other instance)
Put the same texture in, say, displacement. Swap the face decal image for cutout, delete the mask, add a black layer in the middle. The result is a black and white cutout mask image with everything in the right place.
Go to temp directory, grab the cutout mask.
Change the black in the cutout to red.
In LAMH, open up materials, use that red and white image for Density map for face.
Or do the same with head, or whatever.
And, voila!
That looks nice, Will. I will have to drag my lion character into LAMH and give this a whirl. I have this thread bookmarked so when I'm ready I'll try to follow your steps and then take it to LAMH. I haven't worked with densitymaps yet, but I'm up for new experiences.