If creating nHair on a polygon, which UV set do you want to use? Use UV sets to define where the hair goes and to control its distribution and density.Also, you can create multiple hair systems on the same surface, which can be helpful if you’re adding bangs (fringe) to a model. What kind of hair style to you want to create? If short and simple, you can keep your Points Per Hair (segments) low, but if you’re creating long hair or a short, complex hairstyle you need more segments for flexible, natural looking hair.Do you want to include Rest curves in your hair system? See Start, Rest, and Current Position curves and Create Rest Curves.Do you want to include passive hair curves in your hair system? See Passive hair curves.For more information, see nHair Output and Rendering Hair. Adjust Percent to convert a percentage of your groom's overall hair density. In the Output Settings section, set Operation to Create Geometry. In the XGen Editor, click the Preview/Output tab. Select the hair, fur, or instanced spline Description. Love it or hate it, Maya’s xGen is still a great way to create, manage and groom hair. Convert hair and fur using the XGen Editor Output Settings. How do you want to render hair? The renderer you want to use affects what Output setting you choose when you create hair. Sayed Mahmood Amery covers the basics for working with xGen and creates stylized hair.
Do you want to create nHair based on the UV coordinate grid of your polygon surface, or do you want to specify that nHair is generated from selected components on your object surface.Before creating nHair, consider the following: