I’m going to work Ryan (Poser 8 figure), but anyone else is fine too. The reason I’m picking Ryan instead of Android Andy is that Ryan comes with image maps for its textures, while Andy just has color settings only. I’m going to use these.
Although Ryan himself comes with Hair Props (Scull Cap, Beard, Brows etc) in the Library, I just make them myself for the sake of this tutorial. As I’m going to do Ryan’s head and front, I make the Growth Groups first by selecting the bodyparts in preview (switch to Flat Lined mode for easy poly selection), and by using [New Growth Group] and [Edit Growth Group]. The Front groups are simple selections from the Chest and Abdomen body parts. To the head, I assign multiple groups. Beard, Mustage (Left and Right, so I can use opposite Pull Side settings), Brow Left and Right (same reason), and Head which I do not subdivide as I’m going to do short outstanding hair only, without styling. Otherwise, a Left, Right, Back, Upper Right and Upper Left would have been handy. For the fun of it, I did make a second Beard area around the chin (in the Hair Editor: [Add Group], select Beard and delete the unneeded polys.
Note that on the mustache I deselected every other poly just below the nose, since these polys are very small. Populating hairs on all polys will make the mustache too dense in this area.
Headhairs are easy, trimmed, not shaven so 5mm (0.005 in meters, 0.2 inch) will do. No length variation, no pull as they all stand out, 1mm (thickness 1) at tip as well as root, nu clumb or kink, and 4 verts per hair will do fine as I’m not going to style anything. So the real issues are the color and the density.
From Materials Room I learn that RyanHead.png is the texturing file, I make a copy in my project folder and measure the head color in Photoshop (or GIMP or anything). It reads about RGB=(220, 150, 115) but I like a bit more red so I set the root_color as brown HSV (10,180,80), the tip as orange HSV (10,240,120) and the specular_color as HSV (10,40,60). Darker to make is less shiny than usual, but all colors are picked in the same Hue (10 in this case). I tend to work that way. Root_softness should go up, say 0,25.
Now I need some test renders, to improve on the hair density and the various parameters.
- Length= 0.005 (5mm), variance = 0
- Pull = 0.00050 (back) 0.00010 (down) 0.00000 (side)
- Density = 400,000 (test renders) or 1,600,000 (final render)
- Width = 2 (tip as well as root)
- Clumpiness = 0,0
- Kink = 1.0 (strength) 4.0 (scale) 0.0 (delay)
- Verts = 4 (test renders) or 16 (final render, takes time)
Not too bad, except for the jagged egdes at the sides but I’ll going to deal with that. The main trick then is to remove hairs by making them transparent, using an image (transparency map).
Note that this differs completely from the classical “hair transparency map” in which streaks of hair (props, clothlike flaps) were assigned a hair texture and transparency. In the approach presented here, hairs are made totally transparent as being shaved away. This way I can make fun shaving patterns too. For this, I need a (head) seam guide or template which tells me the way the head texture is mapped.
I open the template in Photoshop (or whatever you like) and make a working copy to a second layer. The template offers a 2D representation of the 3D polygon mesh, although very fine meshes are usually represented by a courser structure to keep things workable.
As a first step, I start to full all polys in the Photoshop image with a color, until I have a neat match to the Hair Growth Group on Ryans head. And I whiten out all the elements in the template that I won’t need anyway, but I do not alter the size of the image itself.
When the 2D coloring is done, I select the (in my case: red) color, grow the selection with 1 or 2 pixels (to get rid of the non-selected grey template lines), make a new layer and paint it white within the selection, and black outside:
But I also can use this technique to create some shaving patterns, as long as I take into account that a straight curve on the head, horizontal or vertical, is a round curve in the template, split in halves, and upside down (the higher up the image, the lower towards the neck).
There are special programs that can help me, which also help mapping tattoos, texts and logos (decals), or just paint in 3D straight on the head itself. There are various Photoshop tools and techniques to help me out (Liquify etc), and I can deploy some Photo Morphing program – which turn a lady into a man or a jaguar, but of course also can map a subdivided rectangle onto a curves template.
So I did, note that I compensate for the polys on the head and the template not being equally in size: the ones in the neck are more square and the ones higher up are about twice as long.
To help myself I created an extra layer for the pattern on top of the anti-jags layer (I love separate layers, this way I always keep previous steps intact), plus a top layer. This is a straight copy from the original template, but with all the white masked out so I only see the grey lines from it. Using those grey lines and my sketch, I could whiten out the pattern.
Now I have to bring this pattern into Poser.
So in Material Room I give Ryan his head texture back, and I select the head hair from the Props.
Right click in the area gives me New Node, I pick Image_Map from the 2D textures menu, I pick my saved image as the Image Source in the node – and for those working in PoserPro: I set Custom Gamma value to 1,0 (although it does not matter much, as the image contains black and white only).
|Head||Beard||Chin||Brow L||Brow R||Must L||Must R||Body|
1) just a bit next to the ears, to correct some Pull effects on specific hairs
2) brought the hairs together, and shortened the hairs at the sides, to make it taper
3) not done but needs some for a detailed finish
5) see notes below
For the body hair, I assigned hair groups to Left and Right Collar, Chest, Abdomen and a piece of the Waist. The two latter parts got shorter hairs, 3 resp 2 cm instead of the 4 cm for the other parts. Then I used the Body template for Ryan to create a neat smooth mask, just to get rid of the jagged edges of the hair group polys. If one wants to shave figures in there: be my guest J. I used thick hair (2mm root, 0.8mm tip) and I found out that I got a neat coverage when I distributed about 300,000 hairs over the total body area (3 large areas of 85,000 plus the rest).
I want a full length twist. So I zeroed all Pull values, opened the [Style hairs…] editor, selected all hairs, set the Falloff to the right (root) so all styling occurs from the root up instead of giving away an unstyled portion, I selected the Twist option and sometimes the Rotate option and moved the cursor left/right or vice versa to give each bodypart about the same amount of twist. There is no indicator or so, there is no recipe, it’s trial, error and clicking [Grow Guide Hairs] in panel 2 to rest all styling on that group.