head/hair geometry
I didn´t know exactly where to post this, so here is my problem.
I am currently working on a head which is going to be used for realtime application. in the end it should be as photorealistic as possible with all kind of maps (texture, specular, normal, and whatsoever).
the hair_geometry will get a different shader than the head_geometry. so how do I avoid ugly seams or z-fighting between hair any other terrible interference between hair and head?
my first suggestion was to model the hair into the inside of the head and try some kind of texture blending.
does anybody have any suggestions?
everything starts and ends in the right place at the right time.