DO NOT BUY THIS ITEM!
This product is a mesh intended for developers to derive from. If you buy it, you will end up with an ugly-looking shaggy wizard's hat.
If you are wishing to purchase a derived version of this shaggy wizard's hat, please check them out here.

Developer's guide

Welcome developer. This is a quick guide to deriving from this mesh, with some information on the texturing patterns used and several templates aimed at making your life easier. This mesh is fully designed to be easily derived from so that you can easily make your own version of it to fit your needs, from a Lord of the Rings costume to a Harry Potter one.

Specifications

This hat is a shaggy wizard's hat, with the top part lazily hanging on the back of the hat and the wings sloppily droping down over the head. The mesh includes a hair mesh to go with the hat, which has been carefully tested to avoid any clipping whatsoever. This means that you will not have to worry about messy clipping issues with other hair meshes. The hat features a single texture that covers the whole of the hat, and three separate hair textures for the embedded hair, so you can color different parts of it in different colors. All of the hair textures are fully opacity-mapped, so you can shape them however you want, and there's an option in the "textures" section to add opacity to the hat as well.

Textures

All the materials in the mesh have been assigned meaningful names to make it easier to identify them. All of the textures are mapped and non-tiling, and all of the hair textures are opacity-mapped as well. Also, the placeholder textures that are in place are color-coded to help you in easily identify what material they belong to. Nonetheless, here's the templates for all the materials on the mesh, as well as a definition of what they are and their main characteristics. You can download the templates for the textures by right-clicking on their names and selecting "Save file as..." from the context menu. I strongly recommend you use JPG files for your textures.

Hair textures

There are three separate hair textures for the hair part of the mesh, each texturing a separate part of the hair. All of the hair textures are mapped comforming to hair texture-mapping standards, with the textures flowing top-down (or front-to-back in the case of the hair base). This means that you can use your existing hair textures for this hair mesh without having to worry about non-standard texture placement or any other annoying issues.

The base texture maps the underlying base for the scalp which, under most circumstances, will not be seen as it is completely covered by either the rest of the hair of the hat itself. Nonetheless, the base is there and has its own texture, so you can avoid the scalp showing through if you make an opacity map that allows some of the higher part of the head to be seen.

The front bangs' texture has been mapped so the same area of the texture is more or less at the same height on every bang, with minimal differences for added variety. This means that your highlights will look right and at the same place on all the bangs. Also not all of the bangs use the same area of the texture, so you can make different parts of it in different colors and some of the bangs will have different colors than the rest. I recommend you experiment with this feature if you find interesting, and not bother about it if you don't. You can also use the opacity map to make the bangs end with a look instead of pointy, though I do not recommend this due to texture mapping overlaps between different bangs of varying lengths.

The texture for the hair on the back is actually applied to three separate overlapping planes to enhance the feel of flowing hair, so color variations accross the vertical axis may not look the way you expect them to. Do experiment with it to get an optimal look.

Opacity-mapping the hat

The wizard's hat texture has no opacity map included, so you can not hide parts of it. Nonetheless, if you want the hat to have an opacity map, I've included the instructions to manually add one yourself. First of all, you will need to download the alternate XRF material file for the hat.

You will then have to go to the "Materials" tab of the Previewer and select the hat texture (M10). In the "Material asset" area, just above the name of the current XRF material file (which is hat[10].xrf) there is a "Browse..." button. Click on it, and select the XRF file you have just downloaded. Once you have put the new XRF file (called hat-op[10].xrf) in place, you will now be able to provide an opacity map for the wizard's hat. Make sure to load an opacity map for it that is the same size as your hat texture (256x512), or the hat will not work. You can find an example opacity map for the hat here.

Texture name Image size
(WxH)
Color Tiling Notes
M04 - Hair, base 256 x 256   No Opacity-mapped, usually not seen
M10 - Wizard's hat 256 x 512   No Opacity-mapped
M11 - Hair, bangs 256 x 256   No Opacity-mapped
M12 - Hair, back 256 x 256   No Opacity-mapped