Okay. Number 3 is uploaded (and fits to my Chinese model, see demo picture in the assets). I used the same textures again. This might be a good idea for the future. I also used the same scalp three times. I simply changed the geometry a bit when parts of the forehead must be covered (rotation of one edge-loop in proportional editing is sufficient).
The scalp goes a bit into the head at the edges, but the texture is designed to support this. This kind of scalp works better than my old own polygon-hair versions. To used only the scalp, you can import the .obj file (or append the other hairdo), then go into the UV-editor, select all the strands and throw them away. Then pin the coordinates of the scalp and join it with every new style you are doing (that was my method).
Maybe this kind of texture could be enhanced to a standard version, it should work, as long as you are using some kind of polygon strands (also V form). I also thought of a more professionel way. When I create a texture with different densities, "inner" strands should use the rendered strands with more density on the texture. The outer ones should use a very "thin" layer. Of course I was too lazy to sort all your strands in this way ...
There is space left on the texture, maybe for additional strands of short length.
One of the most important things is the size of your quads on the UV map. I changed that totally, because a long strand should use long hair. Also be careful, when hair disappears in the cheeks etc. I just made a few fixes. But when I see the amount of strands I'm still impressed. This must have been a lot of work.
RobBaer wrote:Am I the only one that thinks the MakeHuman teeth are set a little too far back in the mouth to be natural?
No, some users allready mentioned it. Often you don't see it that clear. When you add teeth in MakeHuman, they are phong-shaded (they are grey in a way because of the shadow). I changed it for the quick demonstration to "none" or litsphere, so it was of the same style. I don't also know if the pose really is identically, I created it with Evi (for the Wonder Woman fashion render) and used it on Dani. Just another example: I have a small face-pose library in Blender, it was created with Evi, when she "laughts" it might look silly on another girl, the bone lengths are not identical!
I also didn't use a target, but normally I change the position of teeth slightly,
after the girls where imported into Blender ...