yeah, I tried to use three basic vertices and then extrude them subsurf one smooth 2 or sth like that, but every single face uses and resizes the image on it’s own… That’s why I end up with something looking more like a feather than hair… but if I wanna unwrap the whole hair to a UVmap I can’t figure out how to make the UV map visible while the material is ztransp and a=0. That’s my basic problem now… pretty basic stuff, eh? XD I know there is a way but I just can’t find it.
lol, I had em in UV texture mode, no wonder… fixed it now, anyways thanks for your help and I’ll post again if I get some results.
Ok, if you are as interested in creating these hairstyles as I am, then here’s a little help on how to create the textures:
download hair mesh from http://www.3dmd.net/gallery/thumbnails-49-page-1.html
edit it in 2D , black background:
edit with perspective scaling
(GIMP : select the image, right click, tools, transformations, perspective
PS: select, edit, transform, perspective or even better, warp)
edit it in blender uv editor with texture paint and color all the stuff that shouldn’t be transparent white
That’s the alpha, , you can create a normal map by tuning with the contrast and luminosity of the texture.
And then you need a color map which I haven’t yet…
You think this is the right way to approach this hair?
EDIT: I think only the alpha and shading settings are bad… This makes me confident!