The following tutorials explain how to correctly use Hair and
Cloth on your models to accomplish specific results. The Hair tutorials refer to
applying different types of hair and fur, while the Cloth tutorials demonstrate
the basic workflow to create pieces of clothing, and then tailor them to your
model.
Creating Pleats
Add the Hair And Fur modifier to the helmet:
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Select the Helmet object, and then go to the Modify panel and apply the Hair And Fur modifier. Hair And Fur is a world-space modifier (WSM).
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This is easiest to do in the Top viewport: use Arc Rotate to make sure you've selected all these polygons. When the selection is complete, press Shift+Z to restore the original Top view. (You might have to press Shift+Z more than once.)
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Render your scene to view the hair:
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Two omni lights for general lighting and one spotlight for the Hair And Fur modifier appear. The spotlight is set to render shadows.A Hair And Fur render effect is necessary to render hair, but this is added automatically when you first apply the Hair And Fur modifier to an object in the scene. Also, by default the render effect is set to automatically use all spotlights in the scene to illuminate the hair, so no don't need to take further action to adjust the lighting.
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Before you begin to draw the splines, turn on the Snaps Toggle (press S) so that the start of the splines begin at the roots of the hair. Also, right-click the Snaps Toggle button to open the Grid And Snaps Settings dialog, and on the Snaps panel, turn off Grid Points and turn on Face. Close the dialog with the X button in the upper-right corner.
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Starting at the front of the helmet, draw Line splines away from the head as illustrated below. Hair requires that all the splines are part of the same object, so after you draw the first spline, turn off the Start New Shape check box on the Object Type rollout.
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Select the Helmet object, and on the Tools rollout, click Recomb From Splines. In a viewport, click the spline object.
Style the goatee:
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A green brush gizmo appears in viewports. In the active viewport, the brush appears as a circle, but it is actually a cylindrical region, as you can see in inactive viewports.
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Click the Translate button to turn it on, position it over the goatee, and drag to straighten the hairs so they point away from the chin.
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In this tutorial you'll use Hair to add fur to a dog model,
and then groom the fur. The tutorial also covers preparing the model for
automatically growing fur of different lengths by adjusting polygon sizes.
Use the Translate tool to brush the fur:
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Position the brush over an area you want to groom, and drag the mouse to groom the fur in the general direction it should flow, away from the dog's face.Note: Don't worry if hair appears to penetrate the surface of the dog. You will fix this in a later step.
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The Recomb tool snaps all the hair that you've just brushed to the surface's tangent, but it preserves the hair's length and overall direction.
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Scale the fur to adjust its length:
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In the Styling group, click the Scale tool to turn it on. Reduce the size of the brush, and then go around the dog, manually adjusting the guide lengths. Dragging to the right increases hair length, and dragging to the left decreases it.The hair on the ears and legs should be a bit shorter, and you might want to grow the hair on the snout and tail out a bit.
Render the dog:
Warning: This step takes a long time,
so you might want to skip it. If you do render your version of the dog, plan on
a long break.
Some hairstyles, particularly longer ones, lend themselves
more naturally to spline interpolation than surface growth. Spline-based hair
basically gives you explicit control inside 3ds Max over a finite set of guide
hairs. When you create hair with a spline object as the growth source, Hair
creates a guide from each spline in the object. It then uses these guides as
cross-sections to create hair growth. Essentially, you're creating a
three-dimensional “sheet” of hair in the shape of the spline cross-sections.
In this tutorial, you'll create two different spline objects,
both comprising a number of Line splines, to create a woman's hairdo. The hairdo
will have bangs in the front, with a flip on the sides and long, straight hair
in the back.
Create the spline cage for the hair:
In this section you'll create the splines for
the hair. In that respect, you have to consider the design of the hairdo and the
parting of the hair. The red line in the following illustration shows where the
hair part will be. You will use it as a base line for the hair splines as they
flow on either side of the head.
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In the Perspective viewport, position the mouse at the front of the parting line seen above, and then click to start the spline. Move the mouse partway down the left side of the head and click again. Move it farther down and slightly back, click again, and then move it down and closer to the front to create a nice flowing curve. Right-click to end.The four-vertex spline is not smooth enough to follow the contours of the head. You will make the necessary adjustments later but for now, press F3 to view the scene in wireframe mode..
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Continue adding splines. Start the next one a little further back from the first. Likewise for the third and fourth. Continue around the back, always placing the spline base points along the parting line of the hair. use the following image as a reference.
Adjust the spline cage
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Go to the Display panel. In the Hide rollout, turn on Hide Frozen Objects. This hides the head object from the scene.
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Go to the Vertex sub-object level. Looking at the top of the head, select all the first vertices representing the hair roots.
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Adjust the individual vertices so they fit the shape of the head nicely, floating just above the mesh. Make the necessary adjustments to follow the design of the hairdo you have set yourself to achieve. If necessary, refine the splines to add vertex control to shape the spline cage with more detail.
Adjust the hair settings:
The settings described in the following steps
were arrived at through experimentation. You might find other settings that work
better for your hair, so feel free to experiment yourself, and revise the
suggested values.
Organic growths such as feathers, leaves, flowers, and scales
have properties similar to hair, and present similar challenges for modeling.
The Hair And Fur modifier lets you model these objects by growing instances of an object.
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Despite the expression “instance,” objects created with Hair's Instance Node tool are not true 3ds Max instances of the original object: they do not automatically reflect subsequent changes to the original. To updated instanced hairs, you must click the button in the Instance Node group after you edit the source object.
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