Jaymosuke
Recruit
So, making hair, was at first a tedious thing, which upon learning my programs, became second nature, and I'm sure lots of you would like to know this process. So get those scissors ready baby!
Requirements;
1. Patience and good eyes
2. A model of hair you wish to use, along with sufficient permisions if you wish to make it public
3. Programs; LithUnwrap, Wings3D, OpenBRF, Program needed to extract hair mesh(Model) from mod (If not using personal model or already have .Obj)
Step 1; Extract texture hair_blonde from texture folder in M&B, place it where you plan on using your workbench.
Have Mesh or model extracted to same location.
Also extract the model for the gender you wish to align the hair style for.
Step 2; Open Wings 3D, and import both models,
Now, scale down the hair to be more fitting to the size of the head,
After scaling to a correct proprtion, go to tools and then center, then press all, this should center the model closer to the head.
Now, use the move commands to properly fit the hair onto the head, make sure you check ALL sides! You may have to scale the model on specific axis' in order to properly fit it.
Now, you properly fit your model with one another, now select the hair with the select all faces icon, (It'll be a box, mid-top of the screen the icon on far right.) Now export selected model. Make sure you save as .OBJ
Step 3; Now you can close out of Wings3D, now that you completed your task of aligning the models. Now, open LithUnwrap, this might get tedious! Open your model now
Press the Materials button,
Materials > Modify; Now select the first material in the list and press properties, from there press maps on the new menu. Change texture maps to bitmap. then press properties. Now press change and select the hair_blonde texture. Your result should now show the map image on the model. Make sure the memorize the textures appearance.
From here things are tricky, you now need to fool around with the faces of the model, displayed on the left side of my screen. Moving these changes the placement of the texture on the model, from this point on the tutorial won't help you, this part is all based on your skills and patience.
After finishing the UVmapping, go to Files > Model >Save ; Make sure you save it as an .Obj file again!
Those were some long steps! Now, then
Step 4; Open the OpenBRF, and take a sigh of relief, since you got the hard parts out of the way...
Import the hair now, and change it's material to hair_blonde, then set it's flags to 30,000. Also, you may wish to recompute it by right-clicking after importing the hair.
Now just add it to your game and enjoy!
I hope you enjoyed the tutorial, as I enjoyed teaching you something simple and fun!
Results!
Requirements;
1. Patience and good eyes
2. A model of hair you wish to use, along with sufficient permisions if you wish to make it public
3. Programs; LithUnwrap, Wings3D, OpenBRF, Program needed to extract hair mesh(Model) from mod (If not using personal model or already have .Obj)
Step 1; Extract texture hair_blonde from texture folder in M&B, place it where you plan on using your workbench.
Have Mesh or model extracted to same location.
Also extract the model for the gender you wish to align the hair style for.
Step 2; Open Wings 3D, and import both models,
Now, scale down the hair to be more fitting to the size of the head,
After scaling to a correct proprtion, go to tools and then center, then press all, this should center the model closer to the head.
Now, use the move commands to properly fit the hair onto the head, make sure you check ALL sides! You may have to scale the model on specific axis' in order to properly fit it.
Now, you properly fit your model with one another, now select the hair with the select all faces icon, (It'll be a box, mid-top of the screen the icon on far right.) Now export selected model. Make sure you save as .OBJ
Step 3; Now you can close out of Wings3D, now that you completed your task of aligning the models. Now, open LithUnwrap, this might get tedious! Open your model now
Press the Materials button,
Materials > Modify; Now select the first material in the list and press properties, from there press maps on the new menu. Change texture maps to bitmap. then press properties. Now press change and select the hair_blonde texture. Your result should now show the map image on the model. Make sure the memorize the textures appearance.
From here things are tricky, you now need to fool around with the faces of the model, displayed on the left side of my screen. Moving these changes the placement of the texture on the model, from this point on the tutorial won't help you, this part is all based on your skills and patience.
After finishing the UVmapping, go to Files > Model >Save ; Make sure you save it as an .Obj file again!
Those were some long steps! Now, then
Step 4; Open the OpenBRF, and take a sigh of relief, since you got the hard parts out of the way...
Import the hair now, and change it's material to hair_blonde, then set it's flags to 30,000. Also, you may wish to recompute it by right-clicking after importing the hair.
Now just add it to your game and enjoy!
I hope you enjoyed the tutorial, as I enjoyed teaching you something simple and fun!
Results!