QUOTE(steve392 @ Mar 6 2009, 09:28 AM)

Looks good especially around the face ,hope your gona do a sorta tut as you carry on I would like to learn about using maps for the hair ,Ive only ever used them for colour and it sound's interesting
A decal on the mesh that has a hair material can control nearly every property of hair, length, color, direction etc etc. I plan to paint a gray scale image from a flattened pose of the face so I can control the length of the hair rather than trying to drag each hair by hand. With an image you can get really smooth transitions.
You said you only used decals for color? Hair color? If you used a decal for hair color than you know how to do it. Just choose a different property. If you mean you just use decals for the mesh color then applying the image only to the hair is very easy.
After applying the decal to the mesh and stamping it, expand the decal triangle in the PWS. Select the image in the decal. The default is "color". Scroll down that list and select "other". A new item will appear in the hair image decal properties called "Properties Driven".
Right click on "properties driven" and select "add new property". Now from that list you can select a hair property; diffuse color, length, etc. The tricky part is that if you have more than one hair material on any groups all the properties will appear in that list for all the hair groups. They will all show up without any indication which one is which. I just pick them at random till I get the right one.

For example in the render above the model has a hair group for the snout and a hair group for the head and body. When I click on the decal properties for the image I see two of everything because there are two hair groups. It isn't hard to find the right one eventually. I turn on the show hair and particles in the render options so that when I select the right one it will appear in the model window.
The grayscale image would control length by, black is "short" white is "long". This length is based on the length setting in the hair material. So if the hair is 4cm all white pixels in the decal image would make the hair 4cm. Any "gray" pixels or values in the map would decrease the length based on it's darkness value. The same applies to density. So I want more density and shorter hair just for the snout area. I would paint gray in that area of the decal image that fades to white for the length, but I would want do the opposite for the density so that the snout has more density. The body won't need as much because the hair is longer and a little thicker.
I've never quite got the hang of using a decal image for hair direction. It's more tricky and involves an RGB image. Each color of the RGB channels controls the xyz direction for the hair. I find it easier to brush the hair for direction.
-vern