You use a similar method to create the mustache, and the mustache has similar settings, but it requires a bit more styling
than the beard does.
Set up the scene:
- Continue from the previous lesson or open viking_01.max.
Create the faces for the mustache:
- Select the Beard object. Right-click, and from the Display (upper right) quadrant of the quad menu, choose Hide Selection.
- Orbit the view so you can see the front of the Viking’s face.
If Edged Faces aren’t visible, press F4.
- In the Ribbon Polygon Modeling group, click to turn on Modify Mode.
3ds Max opens the Modify panel.
- Also in the Polygon Modeling group, click to turn on (Polygon).
- Click and Ctrl+click to select the faces where the mustache will grow.
- In the Ribbon Geometry (All) group, click (Detach).
3ds Max opens a Detach dialog.
- On the Detach dialog, turn on Detach As Clone. Name the detached faces Mustache, and then click OK.
- Click (Polygon) again to exit the Polygon sub-object level.
- Select the Mustache object. Right-click, and from the Tools (lower right) quadrant of the quad menu, choose Object Properties.
3ds Max opens the Object Properties dialog.
- In the Object Properties dialog Rendering Properties group, click to turn off Visible To Camera, and then click OK.
Like the Beard faces, the Mustache faces are for growing hair, but don’t need to appear in renderings.
Adjust the size of the mustache faces:
- With the Mustache object still selected, open the Graphite Modeling Tools Polygon Modeling drop-down menu, and turn on ( Vertex).
- Move vertices along the upper edge of the Mustache object to give the mustache a larger area.
NoteIf the mustache were to be a short one, you might want to raise the vertices along the line of the upper lip as well. But
since the Viking’s mustache will droop over the lip, for this lesson you can leave these vertices as they are.
Check your work in side views to make sure the mustache polygons don’t stray far from the original face of the model.
- Make the Perspective view active again.
- Click (Vertex) again to exit the Vertex sub-object level.
Apply Hair And Fur:
- From the Modifier List, choose WORLD-SPACE MODIFIERS Hair And Fur (WSM).
- On the Frizz Parameters rollout, set Frizz Tip to 0.0.
- On the Kink Parameters rollout, make sure Kink Root equals the default value of 0.0.
Setting Frizz Root and Kink Root to zero is a temporary measure that makes it easier for you to see the effect of styling
the mustache.
- On the Material Parameters rollout, give the mustache the same colors as the beard:
- Tip Color: RGB = 130, 120, 120
- Root Color: RGB = 30, 20, 15
- Mutant Color = Root Color: RGB = 30, 20, 15
- Mutant % = 15.0
- On the General Parameters rollout, change the Hair Count to 3000.
- On the Display Parameters rollout, change Display Hairs Percentage to 15.0.
- On the Multi Strand Parameters rollout, change the values as follows:
- Count = 2
- Root Splay = 0.15
- Tip Splay = 0.1
Now the mustache is ready to style.
Style the mustache:
- Open the Styling rollout, and click Style Hair to turn it on.
NoteWhen you turn on Style Hair, 3ds Max displays the hair guides in viewports.
- Activate the Front viewport.
- In the Styling rollout Styling group, click Select to turn it on.
- In the viewport, drag to select the portion of the mustache to the left of the Viking’s nose (at the right of the viewport).
While you are styling hair, active guides appear orange, while inactive guides are yellow.
- In the Styling rollout Styling group, click (Hair Brush) to turn it on.
The Hair Brush cursor is like the Hair Cut cursor: It appears circular in the active viewport, cylindrical in others, and
it has a falloff such that its action is strongest at the center axis of the cylinder.
- Make sure (Translate) is active, then brush the mustache downward to make it droop.
Notice that while you use the Hair Brush, only the guides are affected: After you release the mouse, other hairs deform to
follow the guides.
- Activate the Top viewport.
- Brush the left side of the mustache (right side of the viewport) so it stands away from the skull.
TipYou might want to
orbit the viewport a bit, as in this illustration, to see the mustache better.
- Click (Scale) to make it active, then brush the mustache outward to make it longer.
- Activate the Front viewport again.
- Turn on (Translate) once more, then brush the mustach to make it less chaotic.
- Repeat steps 3 through 11 for the right side of the mustache (to the left of the viewport).
As when you trimmed the beard, don’t worry too much about making the mustache symmetrical: Faces and facial hair rarely are.
- Select all the guides in the mustache, and then brush the hairs below the nose so they also hang downward.
- On the Styling rollout, click Finish Styling to turn off hair styling.
- Close the Styling rollout.
- Activate the Perspective viewport again.
Adjust some more Hair And Fur settings:
- On the Frizz Parameters rollout, set Frizz Root to 15.0.
- On the Kink Parameters rollout, set Kink Root to 0.5, and Kink Tip to 3.0.
Render the mustache:
- Right-click the viewport, and from the Display (upper right) quadrant of the quad menu, choose Unhide All.
Now the beard is visible again.
- On the main toolbar, click (Render Production).
Once you create the hair for the Viking, the model will be complete.
Save your work:
- Save the file as viking_beard_and_mustache.max.