hi, for all those curious about the hair,
i’ll explain more :
1- in 3dsmax, create a box with no segments, merge all the vertices on the top, thus creating a pointed spike. Adjust the vertices (only 5 now) according to the character design, and if needed, add more segments at this stage to define the shape. Keep it as simple as possible.
2- in 3dsmax, apply the tessellate modifier, it will create a dense mesh while retaining the original spiky shape.
3- repeat for the rest of the spikes covering the head.
4- import every spike into Zbrush as subtool, sculpt in the details.
thats the basic idea, hope it helps.