I am experimenting with making these for my character and wondering which way is best. They will both be short and non-dynamic. I could use fur with a baldness map, since it allows you to control the direction of the fur (so that the eyebrows are close to the skin etc) which I don't think hair allows.
Does making them both with fur and a baldness map sound like a good idea (I've tried painting baldness, but with the fur preview at anything like workable, it is to slow)?
Should I make the systems on copied faces from my mesh, then re-attatch them - I think you can use a wrap deformer. If I do, and wrap them, will they deform properly (I'm going to bind and skin my character and animate his face)?
Been looking in the help files as much as I can, but how to actually apply what it describes is not easy.
thanks for chipping in again to another of my threads!
Yeah I'd thought about just using an object constrained to the character and that would work fine for the head hair (just constrain it to the head bone), I'm not sure about the eyebrows though - because they'll have to move in exact time with his brow when he frowns etc.
Also, for static hair on his head, would you use fur or hair? Fur seems to be more "combable", whereas with hair you have to let it simulate to style from what I've done. Any thoughts?