Uh yes, I have a question. What would be the best way to have my human’s hair created? Should I have a particle system directly on my mesh, or should I create a basic head shape and have the hair come out of that?
anyone wanna answer?
In general the hair cap emitter works better as you do not need to weight paint as much to control where hair is emitted from. Just be sure to disable “Render Emitter”
Another benefit of having separate hair meshes is that when you edit a mesh in a way that changes its topology (such as adding a loop, or merging vertices), it can often screw up the particle system something fierce. I discovered this when one of my female characters suddenly had her eyebrows growing out of her nose. Not attractive. Separate hair meshes rarely need to be edited in this fashion as all they are for is to provide a shaped emitter for the hair particles. If you create the hair meshes from trimmed-down dupes of your full body, then any vertex weighting and armature binding on the original will persist with the dupe, making possible separate meshes for facial hair, or any other animated portion of a mesh.