I've been working on a short hair style for G8M. Instead of using the figure, though, I'm using a scalp, (hair cap,) from one of RedzStudio's hairs. I think all of her fiber mesh hairs have the hair strands parented to the scalp, so any one of those should work. I chose Retro Hair because it showed up first.
One of the limitations of the SBH editor, imo, is it uses Material zones for the density maps. We can create Selection Sets for styling, in the editor. But it would be nice to be able to create Selection Sets for the object, before opening the editor, and then be able to use those for painting/modifying the density. That would allow an object like the hair cap to have one material zone, and still be able to support multiple density maps. (For example, one could create a Selection Set for the hairline, one for the back/neckline, one for the temple/sideburns, and so on.)
Anyway, to get multiple hair sets, I duplicated the first SBH object and then modified it in the editor to be a lot less dense and messier.
Still have a long way to go before I'm happy with it, but here are the latest images:
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