I have created a model of a mandrill and I’ve been using particles to make the fur. Because the fur throughout the body of a mandrill is very different, I’m duplicating parts of the whole mesh and slightly scaling them down to stay inside the big mesh. So I have a “chin" mesh with one particle system, a "face/top head" mesh with another particle system, etc. I guess I could use vertex groups for the same purpose, but several tutorials seem to use the duplicated-mesh-parts approach to keep the flexibility of retouching the whole mesh if necessary.
On some of the particle systems - e.g. the chin - I’m getting the result I’m after. On others - e.g. face/top head - even though the particles look fine upon creation, once I comb and render, they get a life of their own and point to different directions, clump, etc.
I have recalculated the normals, checked deflect emitter and even tried applying the particle systems to vertex groups created in the whole mesh (rather than using the duplicated parts). But I’m still getting a very sad looking mandrill.
Any ideas? Thank you.