Hair Experiments by richardandtracy
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No AI - This artwork was created entirely by hand or with traditional digital tools.
Description
I have been trying to learn how to create hair for G8F. I have Jim Burton's Las Vegas hair from 16 or so years ago, which I do like. A lot. But being a Victoria 3 hair, it doesn't work well with G8F. So, I thought I would learn quite a bit if I tried to make it into a G8F compatible hair.
Modern hair models have a skull cap and then make the hair from that. Las Vegas hair doesn't. I saved the basic Toulouse Hair as an obj file, and in a modelled deleted everything except the skull cap. Then I imported an obj file of the Las Vegas hair and translated the hair until it fitted the skull cap. Then saved the combined obj file. In DS I imported the obj file and used the Transfer Utility to rig the hair and fitted it to G8F using the 'unsupported figure' option as its compatibility base. At this point the hair seemed to be a fully functional hair, responding correctly to poses and characters. I then did the same modelling rigmarole of setting one pose to 100%, exporting an obj, merging with the skull cap, translation, then export to DS using Morph Loader Advanced for each morph. And now I have a hair that seems to be Las Vegas hair, but on G8F rather than Victoria 3.
The image is Jim Burton's wonderful Victoria 3 based Glamorous Vickie 3 wearing a blonde version of Las Vegas hair. Then the smaller figure is a G8F version of FWSA'S McKayla wearing a black textured version of the hair completely re-made in the way I described. Feel quite pleased that it worked. I am sure there is a better way to get the rigging done, but may have to experiment myself. If anyone wants to suggest ways I can do it better, please tell me!
I have put this image under the WIP category because that's very much what I feel about my rigging of the hair.
Regards,
Richard.
#Victoria3 #GV3
Comments (4)
So Amazing !!!
Oh, wow! I think I have to dig out "Las Vegas Hair " and "San Francisco Hair" from the old runtime, because they both actually are striking hairs(and maybe it is even suitable to be dforced). Juts a trick: You can load the G8F Develope (or just the basic) figure, activate the Geometry selection tool, paint (say select) all the polygons you need for the hair cap (on G8F's head), and then invert the selection (Rightclick -> Geometry selection -> invert selection), then delete all the polygons you don't need for the cap (Rightclick -> Geometry editing -> delete selected polygons), Now you go to Edit->figure->rigging->Convert figure to Prop... and you have a perfect Skull Cap, that you can use or export
Merry Christmas to you!
Hadn't thought of doing a skull cap that way. That could well end up with a skull cap I can remodel and avoid copyright problems if I redistribute any hair I create with it. Like that idea. Good suggestion, thanks.
Oh, one thing I forgot to mention: I tried applying dForce to Last Vegas hair and it exploded. I think some of the hair tubes are either intersecting or squash each other. It was a shame, but not unexpected as it was made long before dForce was dreamt of.