anyone knows how to paint an alpha hair? like painting a hair in paint software?
best imo opinion is to make some hair in blender using the particle system, then render it with an alpha channel. just set file type to png, click on RGBA and ‘premul’ ( premultiplied alpha ) and render.
I dont think particles work in the Game Engine. Because I need it for the Game Engine. I tried using planes with alpha map but, it didnt work out because I dont know how to put it right. Any tutorials or something?
I think you misunderstand Modron’s suggestion; You render the hair and use the rendered image, then you render the alpha and use it as trans map. One thing that I have done to help this is add a slight emit value to the (hair and alpha renders) to make the diffuse and trans maps more vibrant.
So, to reiterate, make a plane that has a hair system and place a camera directly above it (perpendicular to the face) so you can see the hair naturally. Render the image and save this as your diffuse map for your poly mesh hair. Then re-render as an alpha and save that for you transparency map. Create your poly hair and UV map it to the images you generated.
You mean add particles system on a plane and comb it then render? should I style the hair on the plain?
I don’t think you want to style it per se, I mean you’ll be doing that with your poly mesh. You can wave/crinkle it, but I wouldn’t do much more then that.
BTW, here’s a basic setup (I have a much better one but filesize… can’t upload it)… and yes, my hair is purple (some fantasy stuff). It’s not in this file but I also recommend on the Blend.Hair.DarkPurple texture to check Emit under shading and set it to 1.0. I found this helps it to keep it’s color vibrant when it’s mapped back to the mesh (it also helps huge with the alpha map to keep it from getting washed out). You’ll also want to increase the particles/density to your liking.
Hair01.blend (797 KB)
Hope that helps some.
I would suggest leaving it straight ( if you want it to look like the hair on your avatar ) then UV mapping it to some tubes, THEN using propotional edit ( among other options ) to give them a taper, and then edit them so they conform to the head. Also, I think for your particle system, you should give the emittor an image texture that is basically one color, but with value noise added. that way the hair will be more or less streaky, rather than being one solid color.
That would work great and result in something very similar to mesh used by Poser & DAZ. Similar technique would work for a crinkle then too.