Look at my Hair: official thread [Commercial] RELEASED!
This discussion has been closed.
Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Hi Spanky, I remember about that Bear fur hat: that would be very easy to accomplish. As you suggested, I added a simple cylindric shape, made the guide hair, used the spherize effect and done. Maybe a little combing or frizz effects would produce a better shape, but you get the idea... it's possible to fur any kind of object...
About the hat again, I had your message saved in the PM box here, and by mistake I deleted all the content and could not remember your nickname, so I could not come back to you. Sorry about that.
I've been trying to look at the capabilities and I think you mentioned something about a feature that would allow you to draw the ends of the hairs together to form spiky hair or taper it like wet fur or hair is tapered together.
think it was on the old forum but is there a way you could demonstrate that?
That feature you probably refer to as "clumping" has been removed as is no longer possible to manually edit full hair. I have another solution under development to achieve the same effect, but nothing to show yet. Sorry.
Any ideas on when Yet? 6 months? 4 months... less. I'm gonna be happy no matter when, I'm just really wanting this.
The plugin is basically ready, meaning that all the features in beta 1.3 (yet to be delivered to testers) are operative and working reasonably well.
With the beta test team we need to address eventual bugs and issues, and test it well enough until it can be declared stable.
Also, I'd like to see testers achieve enough practice with it and see some nice models and images produced with the plugin.
Can't say anything precise, but I believe at most in two months it should be finally ready. Of course even earlier if testing will run faster than expected.
JUST IN TIME FOR CHRISTMAS! :)
FANTASTIC!! I hope it all goes well with no hic ups.
Yup, we can have hairy presents, hairy ornaments, hairy milk, hairy cookies, hairy stockings, hairy turkey, hairy gravy, hairy relatives, hairy reindeer, hairy brussel sprouts, hairy trees, hairy snow, hairy fruitcake, the possibilities are endless! Hairy lutefisk, hairy plum pudding......
Coldrake
Yup, we can have hairy presents, hairy ornaments, hairy milk, hairy cookies, hairy stockings, hairy turkey, hairy gravy, hairy relatives, hairy reindeer, hairy brussel sprouts, hairy trees, hairy snow, hairy fruitcake, the possibilities are endless! Hairy lutefisk, hairy plum pudding......
Coldrake
AND A HAIRY PARTRIDGE IN A PEAR TREE!!!!! :)
and I thought *I* was into fur. :P
AND A HAIRY PARTRIDGE IN A PEAR TREE!!!!! :)
Shouldn't that be AND A HAIRY PARTRIDGE IN A HAIR TREE!!!!!
Not to mention Hairy Potter Meets the Sugar Plum Hairy for a Very Hairy Christmas.
Eeeerrrkkkkk ....aaccckkkc, I think I just choked on all the Hairy thoughts going on here!!
Probably just a hairball. :coolgrin:
AND A HAIRY PARTRIDGE IN A PEAR TREE!!!!! :)
What a coincidence - I'm also a big fan of Harry Partridge: http://www.youtube.com/user/harrypartridge?feature=results_main
...
OK, I'm just...sorry, my brain made that connection and I couldn't stop myself from typing it >.<</p>
Anything new to share, Allesandro?
We wait with breathless anticipation.
Any new renders?
No renders at this time, sorry. What I can offer, if you like, it's the current revision of the manual. Maybe even more interesting than a render, since it shows how the whole plugin works.
This looks fantastic. Looking forward to more developments :)
Oh, yes! Manual sounds goooood!!!
Here comes current manual revision. It will be changed many times from here to the end, so you might want to check out this thread for newest versions as they are available.
Manual for 1.03B: http://www.alessandromastronardi.com/LAMH/LAMH_manual.zip
AAs you'll see 3D painted density maps will be there since the initial release (I initially planned it to add those in later upgrades).
Edited: wrong link, sorry.
Thanks for access to the manual as it is now... My question is about the final export. You mention "OBJ groups" if your very happy with this model and want to export it as an OBJ to perhaps take into ZBrush to add in flow morphs or what ever is there a way to export it as one whole OBJ? I realize some folks will be making furry humans and what not but I'm thinking strictly everyday human hair styles right now.
Hi Richard, it will export 1 .obj (and one companion texture) for each shave group.
Reason for it is that each shave group can have different properties from the others (hair widths, colors, texture and density maps etc.).
However, in most cases there won't be necessity for having multiple shave groups either.
PS: shave groups should not be confused with the model groups. Meaning that it's not that you'll get one .obj for each model group (head, neck,torso,hip,legs etc.)...
I THINK I understand. Thanks Alex! :-)
Richard, sorry I know it's my cranky english: beiieve me it's hard sometimes to explain even simple things.
I'll make an example. Say you want to style some hair and beard. You can do it using only one shave group, and voilà, export it as a unique .obj.
But what if you'd like the beard, for example, have different hair widths than the hair, or use a different density map, shader etc.? Well, then you need to create a second shave group, and that will imply that upon exporting, you'll have 2 obj's, one for the the first shave group (hair), one for the second (the beard).
Anyway if you like to use those ZBrush, you can easily append as many .obj's as you like in the same ZB subtool...
OK.. gotcha. So a hair prop would be one and the beard would be another and then a mustache would be another and side burns another since they would all have various lengths. Yes, on the right track? No, I'm an idiot and need a spanking?? :P
Almost. You mentioned "various lengths" but it should be "various widths". However, if you don't care much about assigning different properties for each type of hair used, also one single group (and later prop) may be created.
Hmmm, OK... still need to understand what's meant by "widths" in relation to the hair. Each hair strand has a length that it's "cut" too but there is a width to each strand or ??
Yes, besides the length that you can cut as you will, a shave group has a certain number of properties. 3 of these are:
- hair root width
- hair tip width
- hair width random variance
This means that you may create a shave group with thick hair (maybe for a beard), and if you like an additional shave group with thin hair to use for the eyebrowse or else.
It's really simple to understand when you get to play with it.
Your last comment has me thinking of the Castle Anthrax scene from Monty Python & the Holy Grail...
But seriously, I think this product may have me doing a lot of head-scratching when it comes out; but I'm sure it'll be worth it. Sure wish it would be this easy to get hair in the real world. :ohh:
Hair + RL Plugin Module :)