Skull cap will add more mesh and increase the count, its not necessarily a method for making ‘high-poly’ hair, since a skull cap can be textured easily. It’s more suitable for UV mapping for games, etc. High poly models it’ll be non-physical, so more like particles as opposed to actual mesh, easier to control en-mass etc for animation. Sculpting software like Nomad sits in the middle, you’re best off using the physical sculpting tools and making it traditionally with crease cuts etc.
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