A neat and very useful tutorial posted on Autodesk’s AREA support site. This tutorial uses the zBrush FiberMesh tool to groom fur or hair on a sculpted model and then export those curves out to Maya. You can then use those curves to drive either Joe Alter’s Shave and a Haircut or even just regular Maya hair. Considering that the zBrush Fiber tools are easier to use and far more reactive then Maya’s grooming tools this presents a very nice solution. The tutorial uses Solid Angle’s Arnold for rendering but this would be just as successful in Vray. Check it out!