

The idea there is that you can attract seams to areas which are "darkened" by ambient occlusion, and/or also freehand paint areas that you want to protect from seams or attract your seams to. Watch a Pixologic video or any short tutorial about it and you'll be up and running. In ZBrush, you would do so with the UVMaster plugin. There is definitely a way to move the UV seams to wherever you want. There is next to NOTHING specifically for modeling hair- it's all on the general character. If you have any tips or tricks, please feel free to post them. (The current mesh is currently one face?) I applied a basic hair texture to it, as I'm currently reading up on polygroups and uv unwrapping for faces. Here is an image of the mesh (the 11k version), sized and attached (not rigged) on a dummy avatar. O= I was reading (I don't remember where) that when you do modeling for SSL, don't do anything that adds triangles. Is there a way to trim off verts that I don't want, without creating a hole? O= When I get to the tips of my hair, they turn into flat, panel like shapes, and I can't inflate them. O= I don't know how much a normal SL hair is suppoed to be vertex wise? When I first imported it, it was land impact was 36 (or 11k polys) now, I've uploaded it at land impact 18 (5k polys). I've been using Dynamism and Decimation Master for lessening the amount of active points. I'm running into a few issues, and I was hoping that someone might be able to help me? Here's my problems: I don't have a background in AD modeling, but I do have a bit in clamoring, so forming the mesh isn't generally problematic. Hello everybody! I'm working on learning how to sculpt mesh hair in Zbrush (4r6) via this forum, youtube, and tutorials that I can find.
