Transcripts
1. Introduction: Hey guys, do you find
it difficult to create realistic looking here for
your characters and creatures, have you tried using
exponent inside of Maya but don't
know where to start. If that is the case, then
I welcome you to next to its hair creation
for game characters. My name is Abraham wheel. I have 11 years of
experience in this industry, and that will be your instructor
throughout this course. In this course, I
will be showing you my workflow and techniques to create realistic looking here for characters
inside of caves. I will show you how
to create bake, place and render all of the hair information
that you need to create amazing results. In this course, we won't
cover extra regeneration. How to bake maps,
proper hair placement, hair shaving, rendering
and marmoset, and hair systems inside
the frame rail engine phi. This course is divided
into four chapters. The first chapter
I will show you the full workflow so that
you understand how to create and generate all of the maps that we need to have
really good-looking here. After that, I think Chapter two, we would work with what I call
the universal hair system. We will create a system that
you're gonna be able to apply to pretty much
any engine out there. After that, Chapter 34, we'll take a deep dive inside
the Unreal Engine five, and I'll be showing you how to create amazing looking here. If you want to learn all
of these techniques, tips, and tricks than
joining me and become a great grooming
artists in no time.
2. Types of Hair: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with a little bit of theory
about the types of hair that we're gonna be
creating throughout this series. One of the things that I'd
like to do this kind of like a little history lesson backing
the ages of Nintendo 64. Here was something that it was pretty much impossible to get. Here has always been one of those tricky subjects in
game development because it requires a lot of
geometry or a lot of resources to make sure it
looks as nice as possible. In supermarket 64,
which was one of the revolutionary through
the games of its time. Most of the hair was
always just, just a blob. If we take a look at
voucher for instance, there's always had this
very nice intense here. You can see here that the
eyebrows and the low, like a top hat right
there that has some hair. It's just a blob. It's just the polygon
painted to look like here, but it's not actual
here because back then, of course, the resources
were not as good. If we didn't go to something
like PS2 Tomb Raider, for instance, you can
see that with time, a render engines and the end game developers were able to get some
nicer effects done. So in the, in the
ages of PS2 and Xbox, we started getting something
called hair cards. And the way they were
able to solve this issue is they would create
just plains of hair that would have a little
bit of transparency to indicate where the strands
of the hair where I placed. This has been improving and
improving and improving all the way until we now
have things like alloy in horizons, you are done. This is we're talking
about like Triple a game development months and months of work to get
this sort of effect. But we're gonna be looking
at the principles and the general workflow that is followed to create
this sort of elements. Now, nowadays, there's two main ways to
create hair for games, haircuts as you're
seeing right here. And actual hair generation
like the strands of hair, gets generated in real-time and you can use
them on DiAngelo. Both of them are
really, really useful. Both of them have
drawbacks, pros and cons. Throughout the scores,
we're gonna be taking a look at the hair card creation and how you can use this for pretty much any
engine that you need. The other one the
other type of care. And I do want to
take what's there. I mentioned that because it's
a really nice hair as well. I really like what they'd been accomplishing in the last
couple of years with this is this sort of
like meshed hair. It's not here, it's like per se. It's more like blobs of polygons that looked
like sculpted here. It sometimes uses
a little bit of often transparency to
get this sort of effect. But as you can see,
it looks really, really nice for knife
has been using this. And like lots of stylized games have been using
League of Legends, of course archaic
you're seeing here. And it gives a very
nice and cool results. As you can see, we're
not seeing like each strands of the hair. It's just the general
look, the general form. And I think it works very nicely with
several productions. There was this movie, Mitchell versus the machines, which also uses this
sort of effect. You do see a little bit more
like fiber it should look, but it's also like
big blobs of here. Let's see this kid right here. And I think it works.
I think it works. So depending on the type of production that you're
gonna be working on, this kind of things are gonna be a good option if you're trying to create
different types of here. Now, I'm gonna show you a real quick all of the maps
that we need to create. And we're going to cover really quickly what each
of these maps do. Because this is probably the most complicated thing about the heart hair
card generation. And it's the fact that we need
to create a series of maps from a geometry
that gives us the, the sort of information
that we're looking for. Let me see where this
image just want sick. And we have at right here. Perfect. So these are the
eight maps they're gonna be showing you how
to get out of action. We're gonna be using action
to generate the hair strands. And then once we generate
those hair strands, we're gonna be projecting and obtaining all of
these different maps. The Alpha map is gonna be to transparency maps is
gonna be the cutout. This is what we're
gonna be using to, to tell like any sort of a renderer like mama
said or Unreal Engine, where the hair is gonna
be like the wide is going to be solid and the
black is gonna be transparent. The color, as you can imagine, it's just the color
of the object, the color of the hair, blonde, brunette, redhead, white hair, black hair, whatever
color is gonna be defined here as you can
see, it's a map texture. There's no shadows or
light information. There's just color variation. Ambient occlusion
is going to give us a nice little depth
to the thing. It's gonna give us a
volume and weight to fake the fact that even
though we're using cards, there's gonna be volume in
those cards and it's going to look like There's more depth
than there actually is. Then we also had the depth map, which I'm gonna be showing
you a very, very cool trick. This is a trick I actually
created myself to generate this things because there's
a couple of ways out there that can give
you this result. But I always thought that they were a little bit
too complicated. So I came up with my own system to create this at
depth map right here, which is going to tell
us which hairs are like deeper or closer
to the camera. And that's also going
to add a little bit of variation once we use the real engine shader. This one's very difficult
to see right here. And I know it looks like I'm
trying to trick you guys, but there's actually
information there and there's the information of
the direction of the hair. So how the hair is
churning around in space, this one's gonna be
really important for the reflections of our element. This one's called the object ID. It will give a different value, very subtle value to all
of the hair strands. And this will also allow us to get some variation later on. The normal map, as
you can imagine, that will give us
the sort of bumpy effects that the hair looks with a little bit
more depth as well. And finally, the route map is going to allow us to control of colors and elements down into root and all the way to the
tips of the hair as well. I'm gonna be showing
you how to generate. All of this maps, we're
going to be generally generating them from Arnold. I've device the
method that's really, really cool and really useful
and it gives us really, really clean result, as
you can see right here, like the softness
of the vague and the result that we get
is quite, quite nice. We're not going to
need to do any sort of like x normal banks or anything. Everything's gonna be directly inside of Maya,
inside the 4-node. Now, all of this maps, you're not going to
be using all of this maps every single time. But I want to show you how to get all of them because
if these are the ones that you normally are asked when you're in the
production pipeline. Some of these maps and
when you're working on a presentation for Marmot
said for instance, you are only going to
need like the alpha, the color, the
ambient occlusion, normal and the direction you're not going
to need the deaf, the root or the object. But if you're doing a real, you're going to need the
depth throught the object, but you're not gonna
need, for instance, the aim of the
occlusion or the color. And then there's a
couple of things. Things will change depending on the pipeline that
you're working on. We're going to see both
of them are going to show you how it
works on marmoset, which is more like a
universal approach to here. And then we're going
to see the actual or Unreal Engine five hearsay there that we can use
to create the very, very realistic hair like the
one that metta humans have. So those are all of the
maps that we're gonna be doing before we jump onto the actual creation
of the whole thing. I like to explain the general method or workflow that we're
gonna be following. First of all, there are, I like to divide
the hair creation for games into several phases. The first phase is
the fiber generation, which is where we're
gonna be focusing on the next couple of videos. For this we're gonna be using. The next part is the bakes. The bakes of all
of these fibers. We're going to break
this down into textures, all of the textures that
I showed you before. The bakes we're gonna be using or we're gonna
be doing them. We'd Arnold inside of Maya. Finally, we have the cart
creation and cart placement, where we actually create the little hair cards and
place them on our characters. This we're also going to
be doing inside of Maya. Finally, we have the shader
setup, which is a very, very important part
of this four steps, this force stages
are all important for the final result
that we're going to get. People think that
only by getting perfect fiber generation or
perfect bakes that's old. You need to know, you need,
of course, the four of them. The shaders settled. We're
gonna see two options. We're gonna see Momma
said, we have an ogre. You probably saw it in the
thumbnail or in the renders. We're gonna be doing
the ogre on marmoset. And then we have two
characters that we're gonna be doing in our real engine five. So we're gonna be using
Unreal Engine five. Just a quick list of all of
the softwares that you need to make sure that you have everything ready
before we start. We of course need Maya. Inside of Maya, it's very
important that you have extra and Arnold installed. I do recommend having
Photoshop do because we're gonna be doing some
adjustments on the images. Very, very simple
adjustments. Don't worry. If you don't have experience
with told her shop I'm who I'm sure you're gonna
be able to follow up. If you don't have
Photoshop, you can use any sort of image
editing software as long as you're able
to modify the levels, the exposure, and
things like that inside of the software. We're also going to be using
marvelous AT tool bag for. We're gonna be using
our real energy. All of the scenes are
gonna be provided for you. Probably already have them
on your project files and the uvular have
mercy to work for. Again, don't worry. You can get a free trial. I believe they have a 20 or 15 day trial or
something like that. And if you haven't used it, I would strongly
recommend using it. But we're going to eventually jump into a real engine five, which is completely free
and you're gonna be able to utilize the same stuff. Yeah. That's I think pretty much it. If there's any other softwares plugging or things that they
need you guys to install? I will of course told you throughout the duration
of this course. So with that setup, I think we're ready
to jump onto actions. So yeah, let's get going. I'll see you back
on the next video.
3. Xgen Overview: Very well guys, welcome
back to the next video. Today we're going to
take a look at exchange. We're going to explore
what action does. And I'm gonna be
showing you just a general like ropes
of the software. So this is not the hair
card creation just yet. I always like to explain things seen such a
way that's easy to understand because one of my
most sought after things, whenever I record this
sort of tutorials, I don't want to show
you just how to do it. I want to show you
why we do it the way we do it so that
you understand. And later on, if
there is a challenge that you need to overcome, you can take all the things
that you've learned and apply them and improvise and create
something interesting. So what this action
will extract the east, a procedurally generated
like plug-in here inside of Maya that allows us to generate a lot of variations
of the same element. It's usually used for here, for grass and anything that
needs to be duplicated. A lot of times, usually
Fibre he thinks. But I've seen people
use section with other, other stuff like, like
rocks and trees and stuff. The way this works is
actually very simple. If you go here to the tab, you're going to have
all of these options. And there are two
types of action and this was not present
a couple of years ago. This is, we'll say
relatively new. And the first thing is we
have the traditional action, which is this one extra window. And we also have
this thing called the interactive groom editor, which is another version of action slug and more simplified, more artistic friendly
version of affection. However, it does not have all of the things
that we would need to properly create the card stored the fibers that we need. Therefore, we're gonna be
using the traditional action. Let me grab, for instance, a, just a simple plane. We're going to get
this right here. Now, one of the first
things that you need to do when you're
working with action, you need to save
your scene in very, very common mistake
that students make, they forget to set up their
seen, save the scene. So you're gonna go
of course, to file, let's save the scene and you're gonna find the
scene by the way, I like to save this
as ascii files. I'm going to call
this extra overview. Now that the scene
is safe, we can start working. I'm
going to rename this. I'm going to call
this section plane. Decide to know that this
is where it might extend. Like elements are gonna be
like a generating from. I'm going to go into
the action section. And if you click this
little window right here, we're going to open
the action window. Now action is divided
into a couple of things. Descriptions and collections. Collections are like a
family of descriptions, so a lot of descriptions
can make up a collection. Usually you will
have something like, let's say a lion
collection and all of the different rooms and all of the friends of descriptions. A deadline will be
inside that collection. I'm going to create a new
description and we're gonna get this nice little box right here. The first thing I'm
going to call this R, I need to give it a name. I'm going to call this hair. Let's call this hair demo. What's gonna be the name
of the description here? Demo, sorry for all of
this thing over here. This is for the shortcuts. By the way, Dave, you are you're trying to find or if
I'm using any shortcuts, you're gonna see it down
here on the corner. This is gonna be
a new collection, I'm going to call
this Demo collection. So if I ever do any
more descriptions, all of them can live
inside the same collection and that's a very nice way
to keep this organized. Now, the reason why it's super important to save
your scene is because this description
in this collection will be saved on
your project files. If you move that project, all of the descriptions
and the conductions, we'll go with it. Now, here's where
the fun starts. We need to define what kind
of action we want to create splines grew mobile costume
geometry is fierce or carts. In this case, we're gonna
be using splines because we wanted to create this
sort of like long hair. You could also do
grow mobiles plants, but this is usually,
as you can see here, for a short hair and fur. Use this whenever we've
done like Bloom animals like a cat or like a square
root or things like that. This is a little bit
easier to work with. But for us, for haircuts, we're probably going to be using a science most of the time. We're gonna randomly generate
them across the surface. This is very
important because we want them to be everywhere and we're gonna be
controlling and specifically where
we wanted later on. Finally, this is super-important whether it's going
to ask us whether we want to control the placement
of this guides with expressions which is code pretty much or by placing
a shaping guides. And again, most of the
things we're gonna be using, it's placing in shaping guides. So I'm going to hit
Create. And there we go. Now over here, as you can see where on our collection
here demo collection and we're on this description,
hair demo description. And this is where we're gonna
start adding our group, like our Oliver splines
and all of her hair. How does this work
very, very easily. The first thing is, as you
can see, there's no hair, like we're not seeing
anything even though the extra in collection
that has been created. And the reason why that is is because one of the
options that we selected, which was the use
of spline option, needs us to have some guides. This button right
here is the app or MLB guys Bowden, and
we can just add, let's say 123456 guides. Now if I produce a little
icon to update it, you can see that we get like random Harris across
all of the plane. This guides, as
you might imagine, are the ones that
control where and how the hair is being placed
on top of this plane. So for instance, if I grab
this guy, right-click, right-click and select
guide control points, I can modify the control
points of this guy. Move them a little bit. Generate a nice
interesting effect. Now if we do this again, you can see that the hair is
going to try to interpolate between those guides and all
of the remaining guides. And it's going to create
this sort of thing. As you can see, it
gets a little bit difficult to select
the control vertex. You can try doing. There's the F7 button, which is going to go into
multi-component selection. And now I should be able
to select that component. Now it's not letting me, or what I like to do
obviously is to go up here and turn off geometry so that we can
select the geometry. And that way it should be a
little bit easier to just select the control points
off our object like this. Again, you can select this, these are the vertices of a
curb and you can modify them. And again, how you modify them will change
the way this looks. Now, we haven't different tabs here on the exchange element, on the action description. First of all, we
have primitives and the permanent IP section is how all of these hairs are
gonna be generated. How they're gonna be like a
populated along the surface. Here we have the
density very important and which is how many
hairs we want to see. Depending on your computer, you might find that if you increase the density
quite a bit, your computer will slow that a little bit
more than usual. That's very, very common. Don't worry, you can
keep the density high. And then here in
the preview output, you can actually change
the percentage of preview. So you can preview
fewer hairs on your viewport while
still remaining. Laura, we're still keeping a really high density on
Render type. Right now. My computer can handle it, so I'm gonna keep it really, really high over here. Other than the density we have, of course, the length,
which as you can see, even if we push the
length L. So we'll try to respect that the curvature of
the guides that we created. So even if the guides are
really, really small, we can change the
length of the hair by modifying this
artery right here. And finally, of
course the width. So if we want like a
really thick cylinders, really thick splines, or
if we weren't really, really small and soft
the hair like this. As you can see right
now, we're exporting or we're projecting primitives
as a spliced or just curves. They're not geometry. It might
look like it's geometry, but it's not geometry,
it's just splines. So far we're gonna
keep it like this. But as you can see, we can
actually change this to spheres guards or even
like an archive spline. This perfectly, perfectly
fine for what we need. Now, this is really cool. This is the Taper
options right here. This is the width ramp which I'm gonna talk about shortly. The paper allows us to, as you can see on the tip
of the points right now, there is no no thinness. Everything is exactly
the same width. If I increase the taper, what's going to happen is
that the hair there we go, the hair will still
getting thinner and thinner as it goes
into the endpoints. And this is usually what
happens with Harry, gets degraded if you wish or a little bit destroyed and weaken software and
software effects. Now see how up here the curves
are getting a little bit or having a little bit
of a hard time trying to follow that nice curvature. We can see this sort
of like fragment. That's the modifiers CB couch. So every single spline
that we're creating right now is made out of
only five divisions. Five. Phi bird sees. If we wanted to have a
really release mode here, we might need to crank this
up to something like a ten, as you can see when
we do this now the hair is a lot nicer
in the mouth software. The one that I've
talked about before, the ambient occlusion
and the anti-aliasing. This is where they really shine because now by turning
both of those on, we're gonna get this
very nice shallow and the visitors very
nice effect on the hair. By the way, this here that
you could use to render here inside of Maya if you're doing any sort of like
commercial render, and they worked
really, really nice. Now, the width ramp right here tells us what the
width is going to be. Without taking the taper
into consideration. It's going to tell
us how the width is going to be specific here along the length of it. So the R stands for root
and the T stands for tip. So if we change, for instance, the width here on the root, you can see that
we get this thing. Softer, smoother over here, and then we changed
this on the tip. The same happens. We can add more points and we can
create this sort of like teardrop shape that is very commonly seen in
the hair follicles. So this is where we're gonna be doing later on when
we did the cards to create a nice little soft effect here where it's going to be
intersecting the geometry, the scalps of our characters. And then we're
gonna have this one with you on top of this, you can even add a little bit of taper like, that's
completely fine. Let's get here and just play around with the
intensity of the taper. There we go. So now we have this
very nice software all along the surface. Now, one of the problems though, one of the problems that
we're going to say, well, let's first save
this real quick, is if we tried to render this, if I go into Arnold
and hit render, I would've you're gonna
see happen is that we're probably not gonna see anything. Some of you guys
already know why this is happening or why we're
not seeing anything. But just for those
of you that are new to rendering or a little bit
unfamiliar with the process. The reason why we're
not gonna be seeing anything is because there
is no lights on the scene. Let's just give you a couple
of seconds for this to load. There we go. So nothing. However, if I turn this
little button here, you can see that
the Alpha is there, so the objects are there. It's just that we're
not seeing anything. So I'm gonna go here to
Arnold and I'm gonna say lights and I'm going to
add a sky dome light. This guy though, it's
pretty much like a dome. It's like an image
that we're going to project them. That's fear. It's gonna make it look like our hair is inside
the fund environment. So I'm gonna select
this guy right here, the, the sky dome light. I'm going to press Control a to go into the attribute editor. And here on the color
section I'm going to insert a little note by clicking this icon right here
and hitting File. We're going to of course load our photos to remember
the one that we downloaded a couple of lessons ago, just going to hit Open. And now we have this
HDR on the scene. Now if the FDR's too distracting
for you, don't worry, you can actually select
the sky dome light and keep control a again, to go into the attributes and you can change
the scale back to 0. And even though the scale is 0, the information is
still being applied. So if I go here to the render window and
I hit render again. Now, as soon as this thing
loads and loads the image, you can see that now we get the actual image
being projected here. Now this here is way, way too noisy as you can see, the result we're getting is
not as good as I would like. Let's turn this thing which is called the resolution gate. Let's zoom in a
little bit closer. And let's take a look at
how this thing looks. So doesn't look that bad, but as you can see,
it's really thin. I think the Harris
now really good thing to go back into Exchange. You can click again here on this object and we're gonna go back to our demo collection. So let's increase the
thickness a little bit. Probably a little bit more. Let's try that. There we go. That looks a little bit more
interesting as you can see, we get this very nice
depth and stuff. Now, images are
Render and this is something we're gonna
be talking about later on when we
talk about bakes. But when we render images, they're gonna be a
little bit noisy. And there's two ways in which we can reduce this noisiness. The first of all are, the first one is to change the size right now,
as you can see, if we click here, which
is a Render Settings, we're going to have
a preset of HDF5 40. This is usually quite low, so I'm going to bring
this to two chi-square, which is quite, quite big to k squared is a little
bit more than full HD. Now, if we were to render, Let's close this real quick. It's of course going to
take a little bit longer. But since there's more
pixels on the scene, the hairstyles are going to look a little bit
cleaner as well. We're gonna be
exporting everything at two K later on when
we do our bakes. So this is the setup or the size that we're
mostly going to be using. The yeah, as you can see, this looks I'll lay a little better. Now there's two ways to
improve this even further. The first of them is to use
something called a denoising. So I'm going to
turn on this thing called display settings. And here on the imagers I'm
going to add this denoise or optics down here or gap. Just wait for this to finish. And what the denoise or does
is after the image renders, it will try to soften up all of the little details and give us a smoother, nicer looking image. Now, as you can see, he's having a little bit of a hard time solving
this areas where it's very like clumpy and very noisy this year is
that our cleaner, you can get super,
super clean effects. The way that we
change this or help this noise would be even better is by going into
the render options. And if we go into
the Arnold renderer, we can increase
the samples here, for instance, on
the camera samples, I'm going to go to five. We're just going to be
quite the increase. I'm gonna change this to
33333, all of them to three. This is definitely
going to increase the render time. Right now. It was taking about, I would say like ten seconds to render. Now, as you can see down
here under progress is taking book
considerably longer, but the image is
gonna be cleaner. See how it's easier for
the denoise or to solve this areas that were
lot noisier before. And as you can see,
we get this super, super clean render for the hair. So that's the second way to what's the way to improve
the quality of the renders. And we're gonna need that once
we hit the baking process. The other thing that you can do, and this is very important. If you have access
to an NVIDIA GPU, you can actually use
your GPU to render. It will be a little
bit less accurate, but might be a
little bit faster. So you can offset
that by changing the samples if you're here to system and you
change this to GPU. Now when I render, I'm
going to save this one. I'm going to click
this little icon here. You'll see this 1235 seconds. I'm gonna save this.
And let's render again. Now it won't render with what's the word
they won't render. We'd CPU it will render with GPU the first time you do this, it will take a little
bit longer, very, very common while it low told the textures and all the
information that it needs. But once it goes, it should
be a little bit faster. Let's just give you
a couple of seconds. Let's see if it response. I know it's rendering
because we have this a stop sign two
tilde to stop rendering. And again, as I mentioned
the first time you do this, since it needs to convert
a lot of things, it will. Sorry, It seems like
the hair physical, physical shader is not supported on the GPU. That's my bath. I'm gonna stop this right here. Give me just 1 second. The
physical shader doesn't work. That's why we're getting
this wide effect. So what I'm gonna do is
I'm gonna go here to the hair demo description,
this one right here. I'm going to right-click and I'm going to assign a new material. I'm going to assign an
Arnold AI standard here, which is a material that we're gonna be using quite a bit. The standard here material, I'm sorry, here in the
hair demo, right-click. Stand there. Here, there we go. The standard here, as
you're about to see, has a couple of presets
that are really good. I'm going to press Control a
go here and then the presets I can select for instances like blond hair
and he'd replaced, and we're going to
get this effect. This one should be compatible. Let's give it a shot. There we go. Now as you can see, the
GPU is doing its job. It's rendering the, the
blonde hair right now. You can see it looks white and it's gonna be a
little bit faster. You can see that this is
advancing a little bit faster. It's still going to
have this splotch in this due to the de-noised. But we can get rid
of the denominator or improve the samples. And that's also going
to help us look at this very nice like platinum blonde effect that we get here. So again, it depends
on your system. You can try with
both CPU or GPU. It really doesn't matter
because once we do the bakes, the textures that we get those we're gonna be using
on the engines. But just keep in
mind that you have those two options for yourself. In this case, I'm just
going to stop this. Remove the imager
for now because even though this looks a
little bit green here, it does look a little bit nicer. I think given that load like
nice texture to the hair, but it's not, it's not that bad. So as you can see, this
is the, what's the word? This is the GPU working and it gives a very,
very cool result. Now, another thing
that's very cool here instead of
Maya is that we can actually see a nice representation
of the hair without doing the render by turning this light thing on
view, use the light. You can see that
it is getting some of the light information
from the HDR. We can even turn on the shadows, but it's not gonna work
on this one apparently. As you can see, the edema electrician
of course is helping. So if you want to preview how the hair is
going to be looking, this is a great way
to get an idea. However, it's not
something that I usually like to use because it's more resources for the computer and you want to keep things
as light as possible. Now, one final thing
before we finish this whole overview and then we start working on
the actual hair strands. I'm gonna go here to
the action again. And one of the most
important things about action are gonna
be the modifiers. Modifiers are things
that we can ask to action to change the way
that the hair is behaving. And these are gonna
be super important because we're gonna
be using them to add variation and more
natural dotnet reality or more natural look to all of the things that
we're gonna be doing. I'm going to click
this guy right here, the modifier window. And let's add something simple. Let's start with a noise. We're just going to hit. Okay? So by adding a noise generators, you can see that the hair
gets a little bit of noisy. It's not a straight anymore. He's getting some weird effect. And we can change this
by modifying the mask, the frequency, and
the magnitude. We also have this thing
which is the truth. And to think like how
much the noise is affecting the root and how much the noise is affecting the tip. As you can see right
now, the tip is being affected the most and the root is not being affected as much. If we push this up, you can see that now
the rule is again that getting affected a
little bit more and we start getting this
very cool effect where the starch like curbing and creating a very interesting,
interesting look. Let's refresh this. So we get that little squared. We can choose the frequency
if we increase this, you're just gonna see
way, way more noise. And the magnitude, of course, we do this to a like a two, you're gonna see gets like
a really, really crunchy. Now this ramps where
you're gonna see this ramp so loud you
can modify this Ranch. Maybe you want to have a
lot of noise on the roots, but not as much on the tips. You can modify this, thanks
as much as you want, and create very
interesting effects. Now, see how the hairs are
breaking here a little bit. We've talked about this before. That's because the CB
count might not be enough. So let's push this
all the way to 20. You can see now we have way more effects and that's also
going to affect the noise. We might need to
decrease the frequency. Maybe the Christian
magnitude like a 1.2. And now the hair is
going to look a lot. Software looked nicer. Again, if we were to grab
this thing and just render, Let's bring the tip up as well. Let's just refresh. There we go. If we render this, we're going to have the
same sort of stay there, the very nice like a platinum blonde shader
that we have right here. But not all of the
nice little noise and nice little volume changes that we have is
going to be present. Now there's a lot of modifiers. We're not gonna be
seeing all of them, but we're gonna be using
some of them to create some variation on our
hair starts Look at this. This starts to look like a, like an animal for something. I think it looks, it
looks quite nice. And this is the secret. This is one of the big secrets about the car generation
that we're gonna be working with by mastering
this action process and utilizing it
at best potential, we're gonna be able to extract
some beautiful maps and some beautiful variations
ingredients from this and beg those into cars that are going to make our characters
look way, way nicer. I don't want to make a quick
parenthesis right here. This is not the only
way to generate fibers. You can do this
with other systems. You can do this with
other software. Zbrush has a way to
generate fibers blend. There has a way to
generate fibers. The general process or the general workflow
eats the same. We need to generate the fibers, we need to generate
the hairstyles, and we need to bake those
hair strands into cards, into maps that we're gonna
be using to build up the hair like system
for our characters. I personally love using action. It's an amazing
piece of software. It's very, very artistic
friendly, I would say. And as you can see, we get some amazing results in
a very, very fast way. Yep, that's it for
this one, guys. Hang on tight and I'll see you back on the next
one when we start working on our first
little exercise, Bye bye.
4. Creating Hair Strands: Hey guys, welcome back to
the next part of our series. Today we're gonna start with the creation of her hair strands. And it took me a long time to find something that we could
use as a little example, I, at first I thought we could just do like just like the hair, like a basic care and just
show the drug the process. But I thought it would
be cool if we actually created a little asset with us before we jump
into the characters. I found this things. I realized what I
found out that there's some people that keep some
hair from their horses. Especially because
horses are like dogs. People who create very
strong connections with their horses and when they
die or would they pass? It's a way something's keeps some of this
charms with their hair. So we're gonna do this,
we're gonna do it. He's more like simple trumps
that way we can not only learn about the
process of creating all of this maps and
all of the spikes. But we can also do something
that could be used as a little acid inside of a
beat, a game or something. So we're gonna start going
into our front view. And the thing that we need to create or thing we
need to understand is that this care
strengths are made out of a couple of
different elements. I would like to have a
really dense hair strand, like a really dense cars, and then probably like
one or two extra cars that have a little bit
more variation to them. So that when we put
all of them together, we can create this very nice looking like hair, hair chart. So here instead of Maya, the first thing I'm
gonna do is I'm going to create this model plane. This plane. I want to bend it a
little bit just to give it a little bit of
roundness to the whole thing. So I'm gonna grab this plane, scale it a little bit over here. I'm gonna go into
a mesh tools mesh. The form non-linear and
we're going to bend this. Now the bend deformer is the formula we're
gonna be using quite a bit later on when we place a here has this thing
called a curvature. If you're going to the channel box and you're going
to the inputs. You have this curvature
option and you can middle mouse and then drag to create
a little bit of curvature. Now what I wanted to do
here is one that rotate this like locator so that
this thing is facing forward. And then I'm going to have
this thing go down like this to create this little loop. I'm going to go here. I'm just going to have
like around even numbers. So I'm gonna say
900 and minus 90. And once I'm happy with
the curvature we get, I'm just gonna hit the
early history freeze transformation or
is actually first, let's delay history and then
we first transformation. Now with this, as you can see, we have this very
nice curvature. I'm gonna rotate
this down because we want the hair to be growing
from the top to the bottom. This is just a
personal preference. It really doesn't matter
as much if you do it from the bottom to the top, but this is the way
I like to do it. One thing that's
gonna be really, really important is the size. We wanted to make sure that
the hair has the proper size. If we take a look at
this charge right here, I would say they're about
probably like ten centimeters. The hair is going to be
about ten centimeters. I'm going to create
the cube right here. I'm going to change the
scale on why to ten. That's roughly how long
I want my hair to be. I'm gonna go blend with longer. Let's go 14 centromeres so we can have some room
to change them around. I'm just going to move
this thing to the side. Now I'm gonna grab
this guy right here. And this is gonna be
the plaintiff that I'm gonna be generating
direction from. I'm going to call this
extreme plane horse charm. Why? Because we might have
a couple of others. We might have chores
charm, beer, horn, horse at Charles C, And we're gonna have to
have other plants. We're gonna start
with this first one. Now on this first one,
what I'm gonna do. So of course I'm gonna
go to my extra window. I'm going to create
a new description. I'm going to call
this horse charm full because it's gonna be like a really dense
amount of hair. And the collision is gonna
be called horse chart. That way I know that any
description that I grade, this is gonna be on this
collection right here. These are gonna be splines. They're gonna be randomly
across the surface. And I'm going to use placing a shaping guests. I'm
going to hit Create. Cool. Now what I'm gonna do is
I'm gonna go here and then they go into my guides and let's have at least three guys. You need to add at
least three guides. I'm going to have four,
so it's gonna say 1234. That's it. Now I can go to the front
view and I can start playing around with the way that this things are gonna be wildlife. I'm gonna grab this points
just like Sir moving them down until we get roughly
the same distance. We can play a little bit
here with the curvature. I know that under reference
the hair is really straight, but nothing is going to
look a little bit nicer if we add a little
bit of life to it. We go to the control
vertices and we just push them around a
little bit like this. There we go. Finally, this one, we'll
just move the points here. Now, some of my
students have asked me whenever I teach them
this, this content, if it's okay to go crazy
on the depth here, to push things up and down. It's not wrong. I mean, you can do it all of the banks
that we're gonna be doing, we'll be able to interpret this like changing in
depth in a nice way. However, you will get some interesting results because some hairs will go forward, some hairs will go backward. And that's going to definitely, you've liked to make
things a little bit more interesting if you wanted
to keep it simple. My advice is try not to play around like try not
to do this sort of things where it's like pushing into the into the face or
anything, try to keep it. Really, really close
to the same plane that you have with
the guy the otherwise the Harris Michael,
a little bit crazy. Now we get this and then we got a very nice distribution of
our hair guide st right here. We definitely need to
increase the density. So let's start playing
around with the density. And as I mentioned,
this is going to be a dense cluster like this first character
that we want to do. It's definitely gonna be
a little bit thicker. Now again, we're gonna go
with a little bit of taper. We definitely
wanted this here to taper down, probably
not as much. I think something like
that, that might be fine. And we can play around here with the tapered
curve as well. To give you this sort of like
interesting effect like, again, looks like
a teardrop shape. If you add more
points than you want, you can just click on
this like little x down there and get rid
of it. Like that. Let's refresh. There we go. That looks nice. Now, one of the things that
I don't like about using guides are one of the things
that it's not as intuitive. Is this something that
you're not going to get the care exactly
where you want it. It's just going to try its
best to find the best spot. But sometimes you want the
hair to be in specific places. Let's save this scene rope,
but we haven't saved. So I'm gonna call
this horse charm EGN. I'm gonna go here to the mask options because
when that creates a mass that's going
to tell the guides in the here where I wanted to grow. The way this works. It's a little bit tricky, but we're gonna be using
something called PTX, which is a painter
paint texture. And we're going to click this
little button right here. I'm gonna say create a map. I'm going to call this
mask course charm. Mask. Again, everything should
be named and organized. I know it's a lot of files
on those little names. But otherwise,
especially when we get into the characters where we're going to have a lot of groups. This is gonna be
really, really complex. Horse charm, a mask, and we're gonna
start with black. I'm going to hit Create. What this will do is it
will create an image. And we're gonna be able
to go here to this tool and paint with a
white-collar where we want the hair to be
something that paint like a little circle right here
which is closer to the guides. And that's mostly where
I want my hair's to be. Once I'm done, do not forget
to save right here, safe. That will tell the
guides to update. And now as you can
see, they're only growing from those
points on the map. Very, very important. You can click this here to
go back into paint mode. Like if you'd drop this,
you can just go here, going to paint mode and
we're gonna go back, double-click here, just
select a color and go crazy. You can increase it. You can add like weird stuff
over here, for instance. And if we save this, then we're going to start getting
some effects over here. The more intensity we have, or the closer they
are to the guides, the easier it's going to be to get the effect right there. But in this case,
I don't want that. Let's I think it's going to it might crash
because it's trying to go back into the file. Give me just 1
second. There we go. So unfortunately, the scene did crash with and tried
to do the Control C, but we're back, we're back to what we have in.
It's looking nice. I'm gonna go back
here to action. I'm just going to save
this real quick just to make sure that we're not
breaking anything again. Let's go here and let's increase just a little
bit on the density. And we start, let's start
adding some modifiers. So let's add a modifier here. I'm going to add a noise
modifier as we did before. Let's increase a little
bit of the magnitude. So I'm gonna go 1.5, probably a little bit of the
frequency as well. I really want to have
some variations here. We can also increase
the modifier CB. Countless, go to a
ten. There we go. That's getting me
a nicer effect. And again, what I'm looking for, what I'm trying to get here is just generally like variation. So that when we
create the cars and we laid them on
top of each other, they interlock between all of the different
silhouettes that we're creating and we can get
something, something interesting. There was a very cool
modifier, Did I like? And I think it's gonna be
really helpful for this one. It's called the ket modifier. And the cut is really
nice because it will cut the hairs at
different lengths. So you can see now when we
have the Scott modifier, all of the little, the
hairs are getting. There we go. They're getting a different
difference, distance. Now, this one is actually
controlled by an expression. This is a very basic expression that you're seeing right here, which is called a
random expression. And what I can do here is I can change the
expression and say, hey, go a little
bit more intense. Let's try cutting between 05
centimeters and hit Enter. Now, when we update this, you're gonna see that sum here are gonna be called like really, really short five
centimeter, five units. These are units inside of Maya. So my, I remember every
unit is in centimeters. Let's add another modifier and let's see maybe a
little bit of coil. Let's try some coil. It's a little bit too much. So let's say doing
0.5 or maybe 0.2. And play around with
the radius maybe. Now that's way too much.
The radius is way too big. Let's do 0.1 or 0.3. There we go. That looks
a little bit better. So two on the account
and 0.300 radius. And as you can see, we get
this very nice wavy effect. What I'm expecting to eventually
get from this element, from this like hair AS
just like some big clumps that are gonna be easy to
generally the main forms here. We're going to scale them
and move them around because eventually
we're going to have this sort of like little flair. But I want to have a nice
dense effect problem when they have a little
bit more length though. So I'm gonna push the length
a little bit further out. There we go. Let's hit this little
button right here. There we go. If it books out, don't worry. Remember at the end
of the day what's most important in these renders. So even if the viewport
looks a little bit weird, as long as the render looks
good, then we're fine. Yeah, I like this. Again, very simple right now the severity simple groom,
very simple effect. But I think it's looking
quite, quite nice. You can go a little bit crazy. For instance, here with
the guides, for instance, we can just start moving
this guy to the other side. Now we're gonna get more
flair here on the bottom. So just feel free to push things around and to move them until you get something
that you like. This one, I think it
looks quite, quite nice. So yeah, that's pretty much it. That's that's
degeneration or four of our hair strands are for
basically hair clump. Now let's do one more because
as I mentioned before, it is gonna be a little bit
useful for us if we have some variation like this is a very nice variation
for a big one, but we definitely want something
that's a little bit more loose in case we want
to add some variation, some strength hairs and stuff. I'm going to grab
this flange is gonna duplicate this and
move it to the side. Let's make it a
little bit smaller because it's gonna be
like half the size. I'm actually going
to make one more. We're gonna make three.
This one we're going to call this hair charm B. And this is going to be C. There we go. We're going to select this one. Let's make sure to delete the history freeze
transformations to make sure that all
of them are clean. We'd go here, we go into action and we're gonna create
a new action description. So the way to create a new
description is right here. And description, I'm going
to say Create description. I'm going to call this
description horse charm. That the B Splines randomly placing and shaping
guides and hit Create. And now here what I'm gonna
do is I'm going to have 123. There we go. So now
when we do this, as you can see, we have
a different description. Let's go to the front view. Let's grab the
controlled vertices here and just move them down. Again. Start playing
a little bit. Let's make one of this
a little bit longer. A little bit shorter. There we go. There we go. Something like that. Looks good. Let's, That's perfect. Now the cool thing
is we can go here to horse charging full,
check the values. We have a width of 0.1. Go back here, 0.1. And we can just try to get the same sort of like values and effects that we had before. So for instance,
on the width here, density wise, I don't
want to have as many. I want to have a lower density is something like this is fine. And on the modifiers I definitely want this
to be a little bit noisier because it's supposed
to be more like flyaway. Let's go five or maybe
you've been like ten. There we go. That looks
pretty, pretty cool. I'll probably going to increase
the length on this one. So I'm gonna go
back to primitives and let's increase the
length a little bit. Cool. So as you can see, what we're
going to have is this guy is gonna be sitting on top of
this guy in certain areas. And we're gonna be
creating this very nice, interesting clump of hairs that's going to break
up the surface. And even though we're
gonna be using cards, things are not gonna
be as obvious. Like we're gonna be able to. What's the word? To hide a little bit
and let's make sure to give this a little
bit more CB counts. So ten to get more
like, nicer curves. And that means that we're
probably going to have to lower this intensity down five. Now see how there's holes
in-between the hairs. That's exactly what we want because those holes are
going to allow us to see through the layers of
Garza we're gonna be adding. And that's gonna give
us a lot more like depth on the final,
the final effect. I probably want to decrease
the density even more like, probably like a 1.2, I think. Yeah, that's a lot better. Cool. So now we have two elements. Let's save this real quick and let us go
to the final one. I'm gonna go descriptions,
create new description. This is gonna be horse, charm. See, same thing, splines randomly placing and shipping
guides and heat created. As you can see, we didn't really need to create
a mask for this one. I really like how this one
looks, but if you want to, you can create the mask in
the same way that we did. Just make sure to rename
that mask to a named as EC2. Remember, now in this one, this one's gonna be
a more simpler ones, just gonna be like flyaway. So I'm going to add the
same. They'll want 23. Let's try that. Let's go to front view again. Grab the control points. There we go. As I mentioned, it's
gonna be the flyaway. Fly away are gonna
be like really, really like very simple here is just a
small little hairs. Maybe like a 0.3. There we go. Let's bring it around with
the curvature of this one a little bit more cool. And since her flowers,
they're definitely, definitely going to be
like super, super noisy. Someone gonna go again
to the modifiers. Let's add noise. Let's have like a
really big magnitude. There we go. I'm going to go to my primitives,
changed the length. I guess you guys can
imagine how we're gonna be using this. This
guy is right here. They're gonna be just very few, very few hairs, even
fewer like that. And we're just going
to use them to mask a couple of areas and make sure that we have a very
nice, noisy, noisy effect. Now one thing I'm trying to
do here, this is important. I'm gonna grab this guy, Let's
move it a little bit more. Is attributed, leave some
space between the cars. For instance, I can see that
this two strands right here, I can actually use
them as a separate car later on if I cut
right through there. So I definitely want to have enough space in-between
the in-between all of the different systems makes sure that there's enough
space that you can eventually cut
squares out of. And that's it. That's pretty much it. We don't need this cube anymore. I'm going to save this in, and we're going to
finish this be the right here with
all of our guides are ready to be baked into all of the different
maps that we need. Yep, that's it for
this one guys. Hang on tight. Make sure
to get to this point. Follow along again and
go back if you need to, and I'll see you back
on the next video. Bye-bye.
5. Arnold Map Bakes: Hey guys, welcome back to
the next part of our series. This is gonna be one of the most important videos
of the whole series, which is the bakes
we're gonna be talking about how to
generate all of this big. So this video might be a little bit more extensive than others. I'm going to try to
cover this in the clearest and the
more optimal way. But just keep in mind that it's a lot of maps and
so off information. So it might take a little bit
longer to get through it. As you can see, we have eight maps that we
need to get through. These eight maps are going to be all of the building
blocks that we need to create and generate all of the different elements that
we need in our engines, in marmoset or in a real. Let's start with this. The first thing we need to do is we need to create the plane. So I'm going to go
to perspective view. I'm going to create a plane. And this plane is
going to serve as my background for everything
to be baked into. Now, contrary to other
workflows that you might have seen about here creation, we're actually not
going to be baking. It's not the bake like a traditional bake where we have a low Pali and the high poly. This is more like a, like a render that's
going to simulate a bake. At the end of the day, a bake, if we were to bake things
into this object right here, would be projecting all of
these details into a plane. Like there's gonna be race
or shooting from displaying and capturing all
of the information that we have here on the hairs. We're gonna do
something similar. We're going to do that
with the front view. If we go into the
front view right now, and if I go into my
Render Settings up here and we change
the size to two k, which is the one that
we're going to be using. We can turn off this
little thing right here. A little bit difficult to see
what this one right here, which is the resolution gate. And if we turn on
the resolution gate, we're gonna be able to see
what the render East scene. Now, one of the problems
that you're going to see, and it's very common
for small screens, especially if you're
working on a laptop. You're not gonna
see the whole like a square thing that we're
gonna be capturing. I'm going to press Control. I'm going to click this
little button right here to select the camera,
the front camera. And I'm going to
press Control a to go into the Camera options. Now on the camera
options down here, there's a little option on display options called
the over-scheduled, going to increase this over-the-counter,
something like 1.5. Not enough. Let's go 1.7. There we go. Now we can see, we can actually see the
what we're gonna be baking. I'm gonna be closing
the camera in until we find a nice little selection
like something like this. We're, we're capturing
all of the hair strands. Now one thing I'm seeing though, is this a hairstyles right here. The last ones that
we added don't have to taper that we need. No problem. It's just a matter of
going into action. Let's go here,
let's go to charm. See, there we go. And let's add a
little bit of taper, maybe a little bit of
paper here under root. So there we go. That's a lot nicer. Let's go back to out here to the camera. And now, again, as
I was mentioning, it's just a matter of finding the best possible section
for this capture, for this map that
we're gonna be baking, the place that we
originally have. I'm going to press H on my keyboard to hide them.
We don't need them. You don't want to see them
on the render either. This is what we're
going to be capturing. This is the main
selection of stuff. Now, here's where
the fun begins. The first thing we need to do is we need to make sure that this camera that we're seeing
right now will never move. Because if we move this and then we get several different bakes, what's gonna happen is
they're not going to match. The textures are not
gonna look good. I'm gonna go here and I'm going to press this little
button right here, which is the bookmark option. In this bookmark will save
one copy of this camera. So if I move this camera
by any, for any reason, I can just go bu bookmarks and I'm going to
find the bookmark for some reason it
didn't save that one. Let's try again. So I'm going to select my
camera and hit bookmark. Should save the bookmark. There we go. So now if I move this thing around
and I lose my focus, I could just go bu, bookmark and go back to my
original book, bookmark. And I know that all of the
things that they big from this selection will be
working as intended. This plane right here, I'm
gonna call this my background. Background plane over here. They are for this
first the bake, which is gonna be the
color and the alpha, we're not gonna
need the element. If I were just to again
hit render right now, one of the problems that
we would see is that yes, we do have the Alpha. We are going to have the Alpha, but we're not going
to have the color. And you guys know why we saw
that in the first video. We're not going to
have color because we don't have any lights. Remember that the first
render always takes a little bit longer because it's slowly all of the geometry. So let's just give this
a couple of seconds. And it should be happening in any, anytime
that there we go. Now also remember that right now we're rendering at two case. So this is definitely, definitely a little
bit higher than usual. It's gonna take a
little bit longer. So you can see took 24
seconds for this render. If I click here, you're
going to see that, yes, we are seeing the elements for some reason that here's
the other way around. That's really weird.
Let's try this again. Let's call render again. Okay, I'm not sure why the
descriptions are going the other way around that
shouldn't be happening. So let's fix this real quick. I'm not sure if it's because we know shouldn't have
happened like that. Let's go render. I'm gonna say update full scene. Interesting. Let's reset this
things right here. Give you the nonetheless, go. There we go. It seems to be some sort
of, some sort of book. I'm going to grab my
planes right here again. Let's unhide them. Maybe when I did some sort of something like the
movement or something, I'm gonna freeze the
transformations. Let's go back here to exchange. And let's just reset that one. Horse Tennessee, recent horse
charms be the full one, just like re-review them. Let's go back to our bookmark. Now the Render
should be working. There we go. So the hair is, it shouldn't be coding here on the board that it's cutting just a little
bit, that's fine. I mean, that little clips, it's not that's not the problem. Let's grab the planes again and let's hit H.
I'm going to save the sooner real quick just
to make sure that we're not losing anything
in case of scratches. And again, if I were to
render this, as you can see, we have a d alpha map ready, like this is our Alpha map. You can see it's anti-alias. Anti-alias. So we're
gonna have a really, really smooth cut their hair, so it's looking
really, really nice. But unfortunately, we
don't have any color. I would like to have
my colormap and my my Alpha map in the same map, save them, like Save the
alpha channel on the image. So that way we save a
little bit of space. So what I'm gonna do is
I'm going to go into Arnold lights and we're going to create this sky dome light. Now, I'm not going to add
this as an important debate. I'm not going to add any image. I'm going to keep it like
this because as you can see, this is just a general
white background everywhere around. And this is going to give me a very soft color on the hair, as you can see right here,
it is a little bit noisy. We know how to solve
that noisiness, which is by increasing the
samples or by turning on the what's the word turning
on the optics denoise, sir. So let's try that first. Let's start on that. The noise, sir. Let's see how this looks. I'm hoping that we
don't do we don't get this weird
splotches right there. Now, if you do get
this weird splotches, don't worry too much about it because the mask that we have, this alpha, which way, the way
we will have you just yet, but the alpha that we
have, It's gonna cut that and you're not going to
really see the link, the color like I've seen some
texture colors like from, from Epic Games, like from their characters that
they use for paragon. And it's just like
splotches of color. It doesn't really
matter that much on the color is just a general
tone that we want to get. But I'm gonna show
you a cool trick. So the problem that
we have here is, as you can see, we don't
have any Alpha channel. I'm going to select the plane or this guy right here, I'm
going to press Control a. And one thing that you want
to do is on the camera, you want to turn the
visibility all the way down. That way when we render, there's not gonna
be any background. We're not gonna see the
background, we're just gonna see the stress of here and that will be turned
on the alpha channel. As you can see, we do
have the information. As I mentioned, I want to show you a cool little trickier. So I'm gonna select all
of the descriptions here, right-click and I'm
going to assign a new material and
we're gonna sound that Arnold AI standard
here material. I'm going to go to my presets and I'm
gonna change this to something like
outward and replace. Now if we render, we're still going to get
this very nice red color. Or in this case, this is
more like a brown color, but there's a couple
of things that we can change on the shader that we didn't have access to
on the other shader that are gonna be really, really cool for the
variation that for here. So the first thing is
over here, the melanin. Melanin is the pigment though we as humans have in ourselves, the more melanin that we have, the darker are parts of the
body guard, hair, skin, everything and the Lord, the melanin that
the software that gets the melanin redness, as you can see here,
is going to change. Well, how read this is. If I were to lower
this and render, you're going to
see that we don't have as much saturation. It becomes a little
bit like dollar. We can again decrease
the melanin, for instance here
and as you see, it's gonna get blunder. And if we were to
increase the melanin, What's going to
happen is the hair is gonna become darker. So let's stop this right
here. There we go. So that's like a dark here, depending on the color
of your character, you can change
this a right here. One of the things
that I love about the AI center here is this
a melanin randomized? Because what it does
is it like immediately detects each individual strand of hair as a separate entity, as a separate instance,
any of the science a random value of melanin to it. So as you can see,
even though we're going for this sort
of like blonde here, we're getting some like
blunder in some darker. Here's a force. If we do this like
super extreme, you're gonna have like super, super saturated ones and
super desaturated ones. And that's going to give
you a very interesting result island thing
we want as much. So I'm going to
increase some of this. Just play around
and there we go. I like this color, just like
this sort of yellowish, brownish, Carla, I'm probably gonna go a little bit darker. There we go. Maybe a little bit more
randomized here in the melanin. As you can see, we get
this very, very nice, a variation on the color of
our object in not only that, we also have, as you guys know, our alpha channel right here. So let's just wait for
the render to finish. As you can see when the
colors are different, it also helps the denoise
her because he eat it, detects that colors are different and it's
a little bit easier to just dynamically know
where to where to stop. So this is our first image,
this is our first week. I'm gonna go here into file and we're gonna save this image. And I'm gonna save this
image right now on our projects are not set,
so that's a problem. Let's set the
project real quick. Project. Let's go
to our projects. Here. Here, there we go. We set and we're going to say
File save the image, and we're gonna save this
image on the image folders. That's really weird. Should be, we should be
going to the project. But anyway, let's just
manually go here. We're just gonna go here into your organs to save
this in the image folders. I'm going to call this horse
charm on their score color. Because alpha or color
alpha, if you wish, dot TGA, very important,
this texture. We need to save this as a
target because the target has a transparency channel and that's the channel that we
want to say right here. So I'm going to hit Save. And that's all. We have our first two textures, alpha channel, ankle or channel. Now let's go for the
ambient occlusion channel. The ambulance solution is, it used to be really difficult
to get the immunization out of other textures and stuff. But nowadays it's
super, super easy. I'm just going to bring
back this plane just so that the ambient
occlusion plays a little bit with the
depth of the hares. And I'm going to select
the three descriptions and the background plane right-click and I'm going to
assign a new material, and this one's going
to be an Arnold AIA ambient occlusion material. Just like that. That's all we need to do. Now, if I hear rhetoric, which you're gonna
see is this is just an image which tells us where the
ambient revolutionists. So you can see that
this one that has thicker hair is gonna be more occluded and the other
ones that are a little bit looser are gonna
be less occluded. But this detail that we're
getting, which by the way, it's super smooth and
super clean because of the denoised is
all we need to get this very nice deep
effect on our elements. So you can see this one has very little
ambient occlusion. This one has a lot of
ambient occlusion and this one practically
has no ambulatory. They've been that
little hair there's almost fading on the
background, which is perfect. This is perfect. And I'm gonna save this file, save image, this one, you can actually save as your, what's the word asked
as JPEG if you want. So I'm gonna call this
again horse charm. Underscore A0, going to hit Enter and it's
going to be in a JPEG file, super-easy, and that's it. I'm just going to copy the I'm gonna go to the
project and copy the the routes so that we can get there
faster. There we go. That's the ambient
occlusion, and that's it. Now we have three
maps are ready. Let's take a look at our images. There we go. Now
the depths channel. Now this one is a tricky one and the Dev Channel a is one of the tricky ones because this is one of the
methods that I invented. The problem with the Dev
Channel is weaned to find a way in order to get the information of
which strengths are closer to the camera and which is strengths are
farther away from the camera. And there's a very
easy way to do that in post-production for
films and commercial, which is called a
seed depth pass. I'm gonna go to the
Render Settings here. I'm gonna go to AOVs. I'm going to select
this thing called C. And I'm just gonna move it all the way to
this side over here. That's it. That's all we need to do. Now if we render, it seems like nothing
is happening, but actually something
is happening because we now have
another pass right here, which is called the CPS. Let's just wait for this
render to finish first. Just give you a
couple of seconds. And the CPS again will tell
us where each like element, like what thing is closer and what thing is is farther
away from the camera. The problem with the seed
pass it that it's that it is an XR 32-bit image. If we go here, we're
not gonna see anything. And it might seem like
it's not working. But if we go here to
the pixel readout, you can see that if I point
my cursor right over here, the value here,
check the check to display here on the C value. You can see that the
value here is 1004.68. And if I get closer
to the hairs, I have 999 something. So there is a difference
there, EC value change. But it's a way to crunch, way to expose, to really find a specifically
the one that we need. We're gonna have to do
a little bit of display things over here
to get an image. And then in Photoshop, we're going to modify that image to get
something even nicer. The first thing is I'm going
to lower the exposure. Started lowering and lowering the exposure until we find
the value that works. Sometimes I've had
to go like a really, really low to a minus ten to start seeing something like a little bit nicer like there. I'm also going to change
the BWT transform to rock. We can see the colors and
they're should be able to find. We can even change the Gamma. It's pretty much
like fishing for, for stuff, I believe
what I did there we go. So minus ten and then
the lower gamma. And it's here where we
start getting the image. That's what we want for me
right now, minus 10.02. It's working really,
really nicely because now we can actually
see what's going on here. And we can see the hairs
have different values. This is the image that I want, this one right here
with this minus ten on exposure and points
to a two on gamma. However, if I were to save
this image like here, let's just go to
our rather than go. We save this as a
horse charm depth, I'm going to call
this depth test. We just save it as a JPEG. What's going to happen is we're gonna give
you a white image because it's not really applying any of the changes
that I'm adding. The way that you solve this is what took me a
little while to figure out is you're gonna go
here to Save Image Options. And I'm going to select
this thing called US. Apply gamma exposure. Now with that little thing
selected, if I say File, Save Image, back to the same
route and I call this depth. I save. Now the JPEG
that we're saving actually has the values
that we're going for it and this is the
image that we need. However, this image
is not already. If you check out this one
right here, there we go. No, not that one. I close the other
one. But if you check the map that I
showed you before, I need to make sure that the
strands to their closer to me are white and
the strengths that are farther away
from me are black. And right now they're
the other way around. So the way we solve this is
by going into Photoshop. Photoshop. I'm going to grab my image here and drag it into Photoshop. And here we're going
to do a little bit of a full levels corrections. The first thing I'm
gonna do is I'm gonna double-click the image and hit OK to invert the image. Or two, sorry, two, free out the image so
that we can edit. And I'm going to
press Control I, that's gonna embed the image. Now, the blacks are whites
and the whites are blacks. Now we could go to Control
L, which is our levels. And we can start
playing around with the levels to push the
values that we have. As you can see, all
of this pixels, those are values that we have. And I went to push them into a range where I can
see that whites, the meat grace and
the blacks see that. We're kind of like
extracting the information from the pixels that
we had, like this. Now you can play around
with the intensity. Usually I tried to go
for like meat tones, but you can crunch
them like really, really heavily if you want
to have a lot of contrast. It depends on how deep
you want things to be. I'm going to go for
something simple like this. Remember, we're not going to
use all of this maps right now for the final render of
this little horse charm, we're gonna be
using only the maps that we normally
use in marmoset. But it's important that
you understand how to get all of them in case
you ever need to do that. I'm just going to hit
Okay. And as you can see, we got this now, they're
a little bit crunched. As you can see here, the
vowels are a little bit crunched are not as
smooth as we had before, but that's fine because again, the alpha channel is gonna
be like cutting this out. And we're gonna get
a very nice effect. By the way, I've seen people don't do this depth maps
with other software. So like ICS normal, I don't think they look
as clean as this one. So I might be, I might be like
sharing this technique in other places because I
do think it's a really, really strong technique to get some really
clean depth maps. Now the only thing I need to do is I need to save this image. So I'm going to press
Control Alt S to save this. And we're gonna save
this as a horse chomp, death, just hit Save. And that's a fine
Maximum quality. And there we go. So that's just gonna give us the fourth image. So we have our color and alpha, our ambition, and
our depth channel. Now the video is going a little bit longer than I intended. So what I'm gonna do guys, is I'm going to stop
the video right here. And then the next one, I'm
gonna show you the final four, which are the utility notes and they're quite easy to get. I don't think it's
gonna take us as long. After that we're going
to start working on the creation of the haircut. So yeah, hang on tight. Llc back on the
next one. Bye bye.
6. Arnold Map Bakes Utility: Hey guys, welcome back to
the next part of our series. We're going to continue
with the remaining four banks that were missing. And I call this
the utility bakes because we're using a very, very useful note called
the utility node. As you can see right here, we're missing forward, direction, object ID, normal, and route,
where we're gonna get this. It's actually very simple,
but before we do that, I went to definitely
bring to this back to 0 and the Gamma to one, which is like the basic Gamma. Let's go to beauty and
it should look like just exactly like it was
looking. Yeah, there we go. We want to just raise
it, this thing. And right now I'm gonna
bring this back to aces, which is what we had, right? This is what we export it and
it looks quite, quite nice. Which by the way, the ambulance, if you want to modify
this one in Photoshop, is what you can do that you can tweak it so that it's wider, darker, more contrast,
the less controversy. You're free to change anything
once the brakes are done. So let's start with
the normal map, which is one of the
most important Maps. And it seems like
it's very difficult, but it's actually really easy. I'm just going to grab all
the descriptions again. I'm going to grab my
background plane. I'm going to right-click
and I'm going to assign a new material. And now we're gonna assign
something called the AI utility note, which
is this one right here. This is an amazing, amazing, amazing piece of the render
because this utility allows us to extract information that the camera sees and
projected into a render. So it's just great. I'm gonna go here
into the shade mode. And the first thing I'm
gonna do is I'm gonna change this to flag because I don't want any light
information to affect my scene. The first map, as I
mentioned, is no map. I'm just going to change
this color mode to normal. And that is it. Just gonna go here. We're gonna render and voila,
we have our normal map. However, this normal map looks a little bit different to what
you guys might be used to, especially if you've done
bakes before in substance or environment or anywhere else because it looks kind
of like wash that. Well, that's because
the normal members should be set to wrong. That's one of the things that we always see how this is like the familiar purple color
that we sometimes get old. This is what we wanted. This is the normal map
that we're looking for because this is the actual information
that we are going for. So this is the
bake that we want. Now that we have this
setup like the raw color, It's just a matter of
going File Save Image again to our route here. And we're gonna call this
horse charmed normal. Again, if we take
a look over here, that's normal map, a beautiful,
beautiful normal map. Look at that super,
super amazing. Now. There's normal map,
as you can see, it will modify depending on
where the hair is going, if it's going forward
or backwards. And again, this will
help us get some nice like definition on
the render itself. So that's the first one
that's, that's normal map. Let us take a look at a
reference real quick. So that's the whole map. Let's take a look at direction that they
actually omeprazole. So it really, really easy, we're still going to be
using this utility node. The only thing is we're
gonna change this to the surface derivative
right here. It's the surface derivative
is the option. There we go. As you can see, we
immediately get the result. This pretty much tells
us the direction of the flow of the object. And it will be really,
really good and it's gonna be a really
great map to break up. The way the hair shines is going to
shine through the hair. You're gonna see it once we get into the actual
buildup of the asset. And the farmer said, it's an amazing, it's an
amazing map as well. So this one is very important that we also
said this to rock. We don't want any
color correction. It looks really weird,
so it's gonna be rock. These are the colors
that we're going for. And we'll just say File Save
Image Planes right here. And this is going to be
cold or our direction. Now, the other one that
we need is the object ID. Remember I mentioned that there's an option instead
of Unreal the gifts, a little bit of a
different variation to each strand of hair. Well, that one we're also going to get here with
the utility note, but we're gonna change
this to Object. Now we render or sorry,
it's not an object. It's the primitive ID. It's the primitive ID. Now it's not the
permanent already. My god, where's it? Object ID. There we go. The last one, object ID. So this, as you can see, it will give us a color. The problem with the
object that did though, and this is something that
I did a test earlier, but it's not giving me
the result that they want this weird. For my. There we go. This is it the uniform ID? I exported this into textures. The other, another test that I did and that's why he's
getting me a different result. But there we go. We don't
need the plane right now. I'm just going to hide
it again by using again what I just mentioned,
the primitive ID. Now, each strand of hair is
getting a different color, as you can see here, the different RGB color
from the spectrum. The only problem is
this a scholar and we don't want color, we
want black and white. This is gonna be a
black and white image, but that's no problem because we can just save this image. In the same route. We're gonna call this object ID. There we go. And we're gonna bring this
into Photoshop as well. So we're just going to
follow those sharp. There we go. Drag it here. The shortcut
is Control Shift. You, if you do control
plus shift plus X2, you're going to
desaturate this object. And now every single
strand is going to have a slightly different color
of gray as you can see here. If I start moving
this and see how the little sampler cars
are changing over there. So every single strand of hair has a slightly
different color. And that's the information
that are realists looking forward to generate some
variation later on. So we're just going to press
Control Shift S again. And we're gonna save this as our object ID on top of the
one that we already have, because this is the
one where we want the width colors with
no color information, sorry, with no
color information. That's it. That's that's the
object I didn't. Now we're just missing one last, which is the root element. Now this route one actually needs a little bit
more construction. It's not gonna be as simple
as the, as the other ones. There's no specific,
just like there's no element that we need a gradient to create
this thing right here. So that way this works is I'm going to bring back
the background plane. I'm going to assign the
Lambert material to the background plane
because I just wanted to see a neutral gray color. I'm going to grab the
three descriptions again. I'm going to right-click
assign a new material. I'm going to sign an
R-naught flat surface which has this AI flat. The flat as the name implies, a is just a flat surface,
so it's just a flat color. It's just like a
very basic color. While I need to do
now is I need to introduce a gradient that goes from the top to the bottom. We're gonna do that using
something called a ramp. So I'm going to go
here to the color click on the little option box, and we're going to
select this ramp. As you can see, the ramp
goes from black to white. If I render this, you're
gonna see that now that's exactly what we have
on the top of the image. We're gonna have
this dark color. And on the bottom of the image we're gonna have
this white color. And that's it. That's the image.
Hopefully guys, I know that this sounds like
it's way, way too simple. Bulimia. It's been
years since I've been learning this and every time a new software and new plugging, another option comes on, I tried to explore
and see if it's easier or more difficult
to do the begs, this method and the
teacher union right now, it's the easiest one that they found because you don't
have to go out of Maya. You get everything
from simple materials. And as you can see, the
render is super, super clean. Some things with the begs
you get artifacts and stuff. This one thanks to the
2D denoising as well, is giving us a really, really, really clean renders. I'm just going to
File save this image. And we're gonna save it
exactly on the other place. And this is gonna
be called the root. There we go. That's it guys. Those are all of the
maps that we need. So I'm going to stop
at the right here. And in the next
video we're gonna be talking about how to build the haircuts that
we're going to be assembling into the
little horse charmed. Uh, we're gonna be
rendering later on, MR. miss it. Yeah.
Hang on tight. And I'll see you back
on the next one. Bye bye.
7. Creating Hair Cards: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the creation of the hair cards. We've finished the creation of the meshes, we've
finished the Bakes, and now it's time to actually create the haircuts that
we're gonna be using for our eventual
building up the acid. So this scene, by the way guys, I'm gonna leave it, it's gonna
be called horseshoe charm. And you can access
this Hypershade and all of the textures that we
use are gonna be up here. Just make sure to go there. For instance, here's the root
material that I created. Here's the ambulance solution. Here's the standard, here, the nice brown hair. This is the utility
node, this one, remember you need to
change it depending on which element you're
getting and that's it. So in case you are having
issues with finding the proper connections
or the proper values, Here's where you can find them. Now I'm going to
open a new scene. Let's save this one right here. The first thing I'm gonna do
is I'm gonna create a plane. So I'm gonna say
poly modeling plane. Gonna rotate this plane
forward minus 90 degrees. And I am going to remove
all of the divisions, so I'm going to go down to one. So it's just a very
basic square plane. And this plane, I'm going to create a new mature material. We're gonna load only, I only need to load right
now the color alpha channel, because I only need to
know where to transparency is so that we can be
built our hair cards. I'm going to select
this guy right here, Right-click, assign
a new material. I'm gonna assign the basic
like a Lambert material, like a blade material doesn't really matter
because again, we're only worrying about
the transparency right now. Here on the color, I'm
going to click here. I'm going to select the file. And if we go here, we should
be going to the images. We're going to select the
color alpha TGA, hit Open. Now if I press number six on my keyboard, we're
going to get this. And as you can see, we are
getting the transparency. We can see through the,
through the object. Now, we are seeking
the reflection which has not exactly
what they want. So to make this a
little bit easier, I'm gonna change this
back to a Lambert. There we go. That way we only
see like the element here. Let's rotate the plane, the UVs, It seemed
to be rotated. So let's just rotate the display so that the hair is going down. This splint is what
we're gonna be using to start creating
our hair cards. I'm gonna go to my
front view again. Like I rotated this wrongly. Let's rotate this
90 degrees as well. Hardened AD. There we go. Actually, it's the
other way around. There we go. 2016. There we go. I'm gonna select
this guy right here. Let's freeze the
transformations real quick. I'm gonna go to this option
which is my cut tool. I'm going to add
the one chord right here and one card right here. And the amount one
code right here, we're gonna have four cards. So we're going to have this
like flyways right here, this to single
flyways over here. And then there's bunches, the big bunch and
the small batch. Now, one very important
thing is we want to have the least amount of transparency in our
cards as possible. I'm going to create a line
right here that's really, really close to the roots. That's going to save
us a lot of space because on rendering engines, any rendering engine,
the transparency is calculated by pixel. If you have a plane that
has a lot of empty space, but it's there,
it's the material. It's going to have
to calculate that, then it's just a
performance hit. So we don't want that. I'm going to add one right here. Now. I'm going to add the same amount of
divisions to everyone. So I'm gonna say like
123456, that's gonna be six. Now I'm going to
go into edge mode, right-click, go into edge
mode, select this edge, this edge and this edge, I'm going to say
Edit Mesh detach. What that will do is now each
individual face right here, you see the front
island like this. I'm just gonna move them a
little bit apart like this. And we're gonna
create our cards. Now of course, as
you might imagine, we're going to delete
this top faces, and we're gonna delete that
this lower faces right here. And we get this very,
very nice effect. Now, as we've mentioned, the ideal thing
here would be to, to change the shape of
the card so that we have the least amount
of what's the word, the least amount of
texture showing. However, if I tried to move this one right here,
as you can see, it's also moving detector and the other one that I
would like to move this vertices without
actually moving the texture. And there's one way to
do it right here on the, on the options and
the movement options, you can select this thing
called preserved UBS. I'm going to click
there. And if I move it, as you can see that UBS tried to hold on as nicely as possible. I'm going to start
moving this points as close as possible
to the hair. This is again going to save me some resources because we're
not wasting any space. And at the same time, it's gonna make it a lot more organic like the haircuts are gonna look a lot more organic. So let's go there. There. There. That's a great car. We're going to push
this one as well. Again, trying to capture
the silhouette bed you guys didn't know District, it's a little bit, It's not super advanced, but a lot of my students
get realistic price when I show them that because
it's not very common, it's not something that
you see every day. Let's go there.
There. There there. There's one as well. More. And this one right there. Perfect. Now this one's gonna be really special because
as you can see, there's very, very little space. So again, the ideal
thing would be to save as much transparency
as possible. Whereas the 0, of course, the
curvature won't allow it. If I start pushing
it, I'm going to eat into the into the hair. That's not something
that we want. We need to be careful
not to overdo it. But as you can see, we
can really minimize the amount of pixels
that we were utilizing. Same here. Try not to eat the hare. There we go. Now, I've seen some artists
not use this technique like not simplified the
amounts transparency. Again, it's all for Lego. Bursts format
performance factors. So if you're not worrying
too much about performance, if it's only like Juan
character that has hear, you can, you can get
away with this then, then finally it's going to
work out perfectly fine. Yeah, there we go. That looks that looks good. All of my haircuts
are looking good. I usually like to
add one line in the middle of the hair cart as well as close to the middle. Less plausible that
one's probably not. But let's just, for
the sake of fifth. One thing I like to do this. I like to push this
cart just a little bit forward. There we go. That will change there. It's going to make sure that
it's not a card is more like a planar surface. And that's gonna
give me a little bit more life rather
than seeing like super boring effects gonna look a little bit
more interesting. Now, I'm going to select
all of these guys, so I'm gonna go mesh separate. One thing I'd like
to do is I'd like to change the pivot points back to a point where they worked
a little bit better now they're rotated the
other way around. So I'm going to do
another 180 degree turn. Freezing transformations again. I'm going to go to each one. I'm going to press B on my keyboard and
then we'd my V key. I'm gonna move it to
the corner there. That way, when I modify or
move each of these elements, I'm going to be moving
and moving them from their route is usually a
little bit easier to manage. The V and just
click right there. Now again, when I move
it, it's going to be moving from that
specific point. So everything first
transformation, I'm sorry, history
for information. And you can see the pivot point. Weird. Want to fix it? That's probably the thing here. I'm gonna say recent tool. There we go. Now it's reset to
the basic shapes. Now again, if I move it
from here or from here, or from here, we get
this very nice effect. All of her carts are now ready. I'm gonna stop with
either right here guys, in the next one that
we're going to import in the low, like a horse, like a metal thing where all of this the guys who
are gonna be going towards, and I'm going to start
showing you how to build up the actual geometry
for your prop. Yeah, that's it for
this one, guys. Hang on tight and I'll see
you back on the next one. Bye bye.
8. Creating Hair Chunks: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the creation of our hair chunks and
we're gonna start assembling our little
horseshoe charm. So, yeah, let's go. This is where we left off
this award the cards. I realized that they're
actually the other way around. So I am going to select this little edge right here and just push it through there. It should be the same. The colors should be the same. Actually, this is
sort of the same. Let me show you on another
thing that we can do. I'm going to go here into
Arnold lights, sky them light. And we're going to add the
little HDR that we have file. And we're going to
add this folder open. There we go. Now we can turn on
lights right here, and that we should be able to see a little bit of the hair. Now if it's a little
bit too dark, we can go here to on tone map, SRGB, and that should reflect the illness a little bit better. I'm gonna select this guy. And as I've mentioned
in the first video, we can actually bring this
back to 0 and that weight, the lightest active we
have this thing active. Let's turn on
anti-aliasing as well. And they'd be
locution the lightest active of what we're not
seeing it here on the scene. We can work a little
bit more freely. Now, if you go to File Import and you go
into your assets folder, right here, you're gonna find this folder called horse charm. And in here there's
the textures for a horseshoe and the
horse charm itself. So I'm just going to
hit Import and this is the element that we're
gonna be assembling. I'm thinking. I always like to think
about this story. Like I never liked to do projects where it's
just the exercise. I always like to add
some sort of story, something that this is
some sort of like asking script Valhalla or maybe
some like God of War. And this is a charm You'll find. Maybe it's not like
a horror movie is like a unicorn
charm or something. And then it's gonna be like
an item that you find. So I'm gonna make this a
little bit smaller so it fits this sexual bit better. What we need to do is we
need to start creating the little fluffy effect, the problem or one of the
problems that we have with a Kierkegaard's is
sincere up flat. It's very difficult
to give them volume. So really nice
advice that a lot of people give is to create
this like sort of like chunks of here's where they create this
triangular shape. Just kind of like creating a
small little block of here. I'm going to move
this thing there. Then I'm going to
duplicate it again and create another
chunk right here. Overlap is not the end of the world like as you can
see, they're like, Yes, we're getting a little
bit of overlap, but against not gonna be,
it's not gonna be super, super important right now, because this thing right here, we're going to combine and
this is where we're gonna be using to build our
little horse chart. I'm gonna bring this
here to the loo like a bell thingy on the top here. And I don't want to scale it
because if I scale it, yes, we're going to get
the proper hi there, but everything else
is becoming smaller. So here's where the formers
are gonna start blinking. You're really, really,
really important role and there's a
couple of ways to do it. First of all, we can
go into vertex mode, select all of the top vertices
and press our beekeeping, the keyword that's gonna
be soft selection. And if we scale this down, we can just modify the element, the geometry, and softly modify
the way everything works. I'm going to do this for now. I'm just going to scale this
down to get this in there. So you can see now it's a matter of going maybe into each
individual vertex like here, I'm turning off
self-selection and then just like moving
them a little bit, just getting them in there. Again, a little bit of overlaps, not gonna be the
end of the world. We're just trying to get this thing to look
as nice as possible. We have disabled the options that they had before
the preserve of us. We don't want to do that
anymore because now we want to we don't want the UVs to the form when they move around. So see how when I
move around, it, it looks like a solid object, even though it's just
a triangular shape. That's what we're going for. That's the kind of effect
that we went together. We don't want to
see or we wanted to make it difficult for
people to know this, that this is not a, what's the word that this
is not a flat object. I'm going to duplicate this
little chunk right here. I'm gonna rotate around. And let's push it to the back. That's real to the lobe here. Just give it a little
bit of variation. Get it in there as well
to hide the roots. So as you can imagine,
this roots are gonna be like intersecting
the geometry there. That's fine. Now, when we see this from afar, it's gonna be really
difficult to tell that this is just a normal,
like a solid object. Now, Maya has a weird thing
here on the render view-port, this thing called
an object sorting. I'm gonna change
this to alpha ket. And as you can see, or sorry, not Africa that
said depth feeling. There we go. That's going to
make it look a lot nicer. Because when it's
objects sorting, It's trying to decide
which object goes in front and which
one goes on the back. And as you can see, it's
kind of like pumping, see how it pops from
one plane to the other. So it's very important to
change this to depth peeling. And that way it's going
to be a lot difficult, two or more difficult to
see that sort of thing. And look at that
only two chunks, only like a couple of cards. And we're already getting
a really nice effect. I'm going to duplicate
this guy again. Now I'm going to create
a different chunk. I'm going to use
one of this hair, so we're here to give it a little bit more variation
like a lighter tone. Let's move it like this. Go duplicated again. We're going to position
this one like there. Again, like all of
them, That's perfect. Combine them. Same deal. I'm just gonna go
up all of the top pertussis, he'd self-selection and just make it a
little bit smaller. Now, we can inject this, and the thing is we
want to inject this on the areas where it seems
a little bit flatter. So for instance, maybe this one we can scale a
little bit down. Let's move it a
little bit like this. Of course, let's move the
pivot point to this point. So it's here, uh, to, to manage. And it's just a matter of
getting it there on one of the, one of the areas where, where we have that sort of triangular look so
that we can kind of blend in and hide the fact that we have this
effect and look at that, we're creating a really, really cool and amazing
piece right here. Let's duplicate this once more. Let's move it to the back. And all of those hairs
are, all these things are creating this super, super amazing things. Do I have? I have discrete rotate turned on, so I'm going to turn it off. Make sure that the
overlap is not as bad. So you can see
there's a little bit of ugly overlap there. So just move it
around. Moving around. And again, it's a matter of
analyzing this thing from different angles
and trying to make sure that this thing looks
as nice as possible. For instance, here that area
looks a little bit empty, so let's do one more over here. We're going to move
this one there. That's it. That way we hide
that little factoid. They're definitely
going to push this in because we want to have this sort of
like conical shape. Now, you don't need to
use clumps all the time. Like if you have this very nice effect and
they're like, Yeah, maybe I just wanted to
add a little bit like they're like the break of their
looks a little bit weird. Just grab one of these guys, scale this down and
get it in there. Now, unfortunately, this is something that
a lot of my students asked me about
placing the haircuts. Unfortunately, there's no
easy way to please a haircut. So there's been a couple
of options and softwares that try to make this thing a
little bit more manageable. But the best, best result that you're gonna get is doing something like
what I'm doing here, like hand placing stuff. That's why I want to start
with this little exercise. Of course you are, you
are doing this exercise. You're not just
watching the tutorial and thinking that you already
know how to do things. You need to do the exercises to make sure that you understand
all of the concepts. And as you can see, we're building this very nice little like horse tail chart. Now we can use this guys
right here in this case are amazing because this is
what we call flyways. The flyways are gonna
be really cool to add a little bit of like extra, extra oomph to the
whole like elements. So for instance, let's
get this one right there. And as you can see, we're
going to have some crazy hairs flying around this
ones I love using a self-selection to just
move around a little bit and make them seem like they're actually separating from
the effect like that. And they are really,
really important. The flyways are really important because they help
break up everything. So if our chunks
are helping us hide the fact that there's a lot of and breakups on
our other element. This flyways are allowing
us to distract the audience a little bit more and
make sure that they don't focus as much on the, on the, the empty
planes that we see, like see that plane right there, I can grab one of these
chunks, these flyaway. And if I get this in there, Let's scale this a
little bit closer there. I have those flyways there. When the eye meets that
area, as you can see, it's going to meet
at this flyways and the end is going to allow us to hide it and we see it from afar and look at that
little chunk right there. It looks pretty cool. I'm just going to
do another one here and let's have one
on the other side. These are my friends
is the secret to a good hair for games, as you can see, it's a relatively
straightforward process. It is very technical as you saw throughout the
whole interaction. But look at this result. It looks amazing right
there. It looks pretty cool. And this is just
only the Lambert. We're only having a Lambert
color and we're already getting this super,
super nice effect. Now at any point again, you can just grab a couple of this course and if you wanted to just give them a little
bit more fluff here and they're described
some of the vertices just a little bit
of a soft selection and push them out and create something,
something interesting. Now, this whole thing, plus the little guy right
here, Let's export this. Let's prepare this for export. Because on the next video, I'm gonna be showing you how to properly render
all of this hares. So they look the
nicest possible way on your render engine. This guy right here,
It's called horse charm. I need to grab every
single plane ratio. This is very important.
You want to grab every single plane and you're gonna combine them
into a single object. And that's why you do
this at the very end. Because if we were to do
this at the beginning, it will be very difficult
to manage, right? Center pivot through the
history freeze transformation. And we're gonna call
this horse charm. Here. There we go. So we're to grab both
of these elements. I'm going to say File
Export Selection. We're going to go to our
assets folder, a horse jump, that's the FBX as the horse
term for horse chomped. Here it's gonna be the final one and this is the one that
we're gonna be using now, I did create the textures for the little guy
here, for the low, low, Sharma the top, it's
this base color, normal occlusion
refers methodic. I'll explain how these work inside of marmoset
in the next video. But for now, this is it guys. So make sure to
place your cards, make sure to make
your little horse, little lucky charm, look
as nice as possible. And I'll see you back
on the next one, guys. Bye, bye.
9. Horse Charm Render: Hey guys, welcome back to
the next part of our series. It's finally, it's finally time to see all of our hard work. Like finally realized
into a nice render. We've already
exported this guys. We have all of her textures
ready in our images folder, we have all of our assets ready. It's time to open marmoset. For those of you
that are not aware, Myra said it's an excellent
a rendering software. We have talked about this one before in the YouTube
channel and everywhere. And it's pretty affordable. I would say the thing
that he can do, chromosome chilled
back in, It's quite, quite affordable, as
I mentioned before, if you do not have access to
Marmon Silko block forward, do not forget that
we're also going to be taking a look at
on real later on, but this one's a
little bit faster and easier for me to show you. As you can see, the subscription
is only $15 a month. The perpetual lenses,
it's a little bit pricey. They do sales every
now and then, especially like in
Halloween, stuff like that. If you are trying
to get one of this, make sure to be
subscribed or something, and they do give you a nice
little trailer counts. So if you've never used
your trial account, this will be a perfect way or a perfect moment to utilize
it because you're gonna see that it's a really
simple software and we can create
some amazing renders. I'm going to navigate to my
horse charm Assets folder, and I'm gonna drag and
drop Rs horse charms here, FBX here into the viewport. And as you can see,
we get, of course, the little horse charm and all of our little
plants right here, which look horrible. The
planes look horrible. That's right because we have not properly setup any of the
materials that we need to have. So let's start first with
this little guy right here, which I believe is
using the Lambert shoe, if I'm not mistaken now, you're
seeing the lumbar three, I'm gonna change the
name of the laboratory. I'm gonna call this M
material horse charmed. This is gonna be here. There we go. The horse sharp,
we're gonna connect the three textures that
we have right here. It's very simple to
just drag and drop the base color into
the Albedo map. Drag and drop the horse jump normal map into
the normal map. And then this one, the
occlusion refers metallic. This is a setup that we're gonna be using quite
a bit of inside the firm real for all of the other characters that I'm
gonna be providing to you. And it needs to be, needs to go into three
different places because this guy has three different
maps baked into it. Each map is stored
in the red channel, the green channel, and the
blue channel respectively. So the first one is
the ambient occlusion, which is down here. You're going to go into
the occlusion section, open ambient occlusion. And we're going to drag and
drop the map right there. That's the red channel, which is gonna give us some really, really nice shadows, as
you can see right there. It's going to darken
everything up quite nicely. You can tone that down if it's so much for your
liking, That's fine. The next one is the metallic, which is going to go here
in the roughness map, sorry, the roughness, which
is gonna go on the roughness. And here we need to change
the red to green because they're green channel is the one that's getting that information. Now very important. You're gonna click this icon
and you're gonna make sure to turn off the
sRGB color space. That's gonna give you the proper roughness for the element. Finally, we're going to drag and drop this into the metal, this map, and this is going
to be the blue channel. And thus you can see
it's gonna give us this very nice-looking
metallic effect like an old of bronze medal with little bit of
rust and stuff. So yeah, that's, that's the
set up for a traditional, like a real engine
for a texture map. Now for the hair, Here's where things are gonna
get interesting. Because if you remember, we baked all of these
maps right here. I mean the collusion
Alpha depth, this we don't need the Depth
Test at the direction, the normal map, the
object ID, and the root. Now, from all of this, we only need the color alpha, the ambient occlusion, that
direction, and the normal. We don't need. The other three. The other three are firm real. We're gonna be using
them later on. I didn't include everything on the big section just to make sure that everything's
covered in one place and you
can reference it. We're gonna be
using those later. Let's go here to the
hair and let's start working on the setup. Well, let's start with the
color. So I'm just gonna bring the color again
into the Albedo map. And as you can see, we get this, but we're only seeing
one side of the card. So as you can see, and
that's not what we want. So it's very important
to go here to the horse Sharma hair GEL note and churn off this thing
called cold back faces. That's why I mentioned
it's very important to combine all of your hairs
because if you don't do this, you're gonna have to do
this callback phases on every single cluster of
hair that you're importing. And that's going to make it
really, really difficult. Now for the magic, one of the magic
channels that we're gonna be adding,
the transparency, We're gonna go down
here on the material and down here on
transparency channel, I'm going to select a different, very important to select. The D3 cutout will
only have black and white and it will look
very jaggedy, very ugly. D3 is what we want
because we're gonna get a soft, smooth transition. So I'm gonna say d3. And
immediately as you can see, we're getting are very nice
code there for the hairs. Now, still not
looking quite nice. Let me, we have a lot of
reflections and things are not looking at it as smooth as they looked in Maya and
my, it looks like, it looks really realistic,
if you remember, look quite nice even though it's only the Lambert channel or
the diffuse channel here. Not so much. So let's start adding the stuff. The first one we're
going to add, the light like to add is the normal map. Because as you can
see, once we add the normal map,
things are going. Punch a little bit more. Look at the difference
there. It's very subtle, It's very subtle, but it adds a lot of depth
look at this side over here, and it breaks the glossiness. It's going to break the
glossiness and it's gonna make the hair look a lot nicer. So that one very
important, the normal map. The second one that's
really important is gonna be the
roughness right here. Now, we don't have
a roughness map. You can create your own
roughness map if you want to, or you can control the
roughness map right here. I usually, since here is really strategies and
all stripes and stuff, I usually like to control
it directly with a value. But if you want to do like a, like a great map, you
can also change this. I'm going to bring the
roughness down because I really want this hair to
be Quite, quite rough. And here's where we're
gonna see one of the things that we've
mentioned, the direction map. Remember, the direction map
as I've mentioned before, we'll allow us to make
sure that the way that the hair shines is
gonna be a lot nicer. Now, the one goes here in the transmission,
sorry, the reflection. We're gonna change
the reflection from GTEx to anisotropic reflection. Once we do that, there's
gonna be a new node that gets activated here and here's where direction map
is going to go. We just drag and drug
to direction map. And as you can see, it doesn't seem that there's
a lot of change, but I'm gonna show you how
this really benefits the here. First I'm gonna go here to the
sky and I'm going to lower the brightness so we
don't see the HDR. I'm going to create a new
light, light bulb here. The light press W to move it. And I'm going to change the type of spotlight
to omni lights. It's more like a,
like a light bulb. Now, you can see when I move this light from top to bottom, it's just making it's just shining on top of the
hair like very normally. But if I activate
the direction map, now the shine, as you can see, travels through the fibers. Here it goes again. This is without, without the direction map is just
like a basic flat surface. And here's what the reaction map flowing through the hair. So it helps look at this, look at this very nice
effect right there. It flows through the hairs like shining light traveling through the length of the hearing. It looks very nice. Now you can also
see, and this is something that I forgot
to mention inside of Maya that the lightening the way that you
lied your scene is going to play a
very important role on how your element looks. So here as you can see, the shadows are a
little bit harsh. If I were to increase the softness of the shadows and make them a
little bit softer. They're gonna give
me a little bit of a different result
for my little chart. Let's delete that light for now. Let's go back to
the Skype and bring the sky back so that we
can see how it looks. A suggestion like a general sky. And here's the one
that I loved the most. And that's why I left this
map at the very last, because it is probably one of the most amazing
maps for marmoset. And four, I believe Unity works in a very similar fashion. And this is the occlusion map, but for the hair in
the occlusal map, what we're gonna do is
we're gonna go here to the occlusion and we're gonna
have an occlusion as well. But we're not gonna plug the ambient occlusion
into the occlusion map. We're going to apply this
into the cavity map. When we do this, as you
can see right there, we immediately get a lot
of depth look at that. This is without the cavity map and this is width, the
cavity, the mouth. And look how much depth, like how much deep
the hair looks. Now, this is what really brings and creates this very
nice effect for our hair. Now our little like
hair Charmin here, it looks really, really nice
and we can grab this guy. And if this was like a game, we could just move this around. Could be like a hip of a character or something
and that's it. Like a hair charm is ready. Now, yes, there are a couple
of areas, for instance, here where I can
I can definitely tell and ClO bit of the, of the flat cards. Maybe another chunk right
there will be better for me. But I'm gonna show you one more technique that you can use to try and soften this up
a little bit right now. This is a little
bit more expensive though, so just
keep that in mind. But right now we don't have
any subsurface scattering. And usually hair
has a little bit of subsurface scattering where like light the bleeds through it. So I'm gonna go here to the true to the
transmission option. I'm going to change this
to subsurface scattering. By doing this, I can change
here the scattered depth. You can even add a little
bit of false and stuff. The scattered those
probably what's going to help me the most. And you can see how the color
changes there slightly, how light is going through
the object a little bit. And that's sometimes helps soften the whole thing
a little bit more. But yeah, that's
pretty much it, guys. As you can see,
we have a really, really nice like a
proper right here. I think one of the
things that we can do now is we can play
around a little bit here instead of Momma said to try and get this to look at
the best possible way. Now, one thing though,
this is again, more advanced users, but we can actually activate
ray tracing. And if we do that, we're gonna get an even more realistic look. It's a little bit more extent and expensive as you can see, but there is more depth to
the whole thing right there. So yeah, these are all
the tips and tricks that we can use here
instead of farmers had to make this thing
look even better. We can play around with
the anisotropy right here. We can play around with the roughness as
well like everyone, like a really clean like a nicely waxed hair or
something that we go over. One like a really rough care, like almost math, we can
go over here as well. And this is the fun part about like Look
Development where you can change and modify things to make them look the
best possible way. The final thing I'm
going to show you, it's just a very basic
three-point light setup here. Instead of Pharmacy, this
method we're gonna be using quite a bit to
showcase our work. So I'm going to go here to the sky and I'm going to
bring the brightness down. I'm gonna create a
new light like this. I'm going to use the
brightness of this light to shadow a bit more
light here on my object. Not that much, just something simple to make it
look clean and nice. Yeah, we don't have ray tracing. And I'm going to
increase the diameter, which is the shapes
of the shadows are a little bit softer, just a little bit,
something like that. Then I'm going to bring
my skylight back so that we get we don't
get as harsh shadows. But one thing I'd like
to do is I'd like to change this to a color so that we can keep like a basic dark color on the background. And that way we can appreciate our little acid a little
bit more like this. And finally, I'm going to go
to this side of the hair. I'm going to add another light. And that one's going to be
a little bit more intense. I'm gonna increase the
brightness a little bit more. The surfaces definitely
way too much, so I'm going to bring it down. Maybe a little bit
more roughness. I'm also going to change
the diameter a little bit so that the shadows
are a little bit softer. And there we go. Look at
that beautiful effect. Final little touch. This
is just showing off, but I hope you guys don't mind. I'm gonna go here and
cosine at an object. And we're going to add
a little turntable. And we're going to bring
this horse charm chair into the turntable,
just drag and drop. And if we hit Play,
look at that. This could be like,
what do you know when you open the menu
to analyze an item? This is what you would
see, and that's a player. I think this looks
pretty predetermined. Good. Congratulations guys. If you made it all the way to this point at the
end of chapter one, you now know all of the
steps that you need to create a realistic looking
here for your game assets. But the journey is
not done actually, this is just the beginning and the way I wanted to
create this first chapter is to give you an introduction of how to do all of
this sort of stuff. Because now we're going to put all of this into practice with actual characters
and actual examples that would be on the game. So make sure to
get to this point, make sure to renders
your stuff so that it looks as
nice as possible. And the yam, I'll see you back
on the next one. Bye bye.
10. Setting up Our Scene: Hey guys, welcome back
to the next part of our series today we're
gonna start with chapter two and now we're
actually going to go into a character
and we're gonna be doing all of the
necessary things to create an amazing
hair at setup. For this chapter,
we're also gonna be working with Momma said
we're gonna do the, let's call it the
universal approach. Though, I actually prepare a very cool character
for you guys, which is, I call him Mark. He's an ogre. And the other is gonna be to FBX is under Assets folder
on your project. So if your drug, both of those FBX is down into the scene, this is where we're
going to get. It's the head, the
tongue, and the ice. Now, what are the things or
one of the problems about this character is that he's
really, really, really small. And we've mentioned that skill is gonna be
really important. So if I were to create a cube
right here inside of Maya, that cube measures one by one by one in the scale options. That means that this acute
is one centimeter across. I think this hits should be
at least 50 centimeters. So I'm gonna say 50. This is roughly the volume that our character should
be occupying. So let's say that 250 again. There we go. I'm gonna
go everything here. I'm going to Control
G to group it. I'm just going to scale this up. Let's center the pivot point. And let's scale this
up so that the head has a nice art room right here. Perfect. So I have provided the textures
for, for this character. However, the setup of the texture skewed
instead of my, yeah, it's a slightly different
than the setup that we normally use inside
of other softwares. So let me show you real quick. What we're gonna do is we're gonna go into our Hypershade. We're going to go into our
load AI standard surface. Right here. We're going to call this Merck. Over. There we go. And we're going to start
dropping our files. So as you can see, we
have a very similar thing as what we use for the horse. I think getting the last
chapter we have three textures. One is gonna be to diffuse, the other one's going to be the normal map and the other one's gonna be the
ambient occlusion, roughness and metallic the
street extras right there. I'm going to show
you how to connect everything inside of Maya. It's actually fairly easy. The base color, of course, goes into the base
color tab right here. And let's move our ogre. I always call him an
orc, but he's an ogre. It's a different kind of
beast. Let's go here. There we go, so we can see
it. We could actually change. We've mentioned this before, the unique neutral
mob or untold map. So we see the colors a little bit closer to where
they're supposed to be. For the ice, we're actually going to have
a different material. So I'm going to assign
a new material. It's gonna be an Arnold AI standard surface and
it's probably going to be just like a black
like glossy material. So I'm gonna change
the metal mess up. And that's gonna be like a
lack reflective material. Back here on the view. Let's get the
material out of view. We have the normal
N for the normal, I'm gonna say like
an AI normal map. Note, we're going to
input this out color into the input and this output value into
the normal camera, very important to normal
maps should be set up to a raw options on the utility. It's gonna be wrong
because we don't want any color correction to be
applying to our normal meant. One thing that you
might know this though, is once we plug this in
into the normal camera, is that the normal map
might look inverted. I'm actually not
seeing it right now. It just kinda weird. Let's add our light. So let's add the sky dome light, and let's add our studio light. There we go. That's weird. Just make sure that this
thing is plugged in. Yeah, we got a normal map there. Yeah, that's right. The AI normal map note
it does not work with, with the render right here. So until we render like we actually rendered, that's
when we're going to see it. I always forget about that one. We could use a
traditional and bump map technique and that will
be built on the viewport. The only thing is I
don't like it as much. So I'm going to use
this one right here, even though we have to
go into the Render. Let's just give me a
couple of seconds for this to render. There we go. There you go. As you can see now the
neural lab is there. However, the normal
map is important. As you can see, this things
which are supposed to be crevasses are actually
like pushing up. And that's because
at this normal map is set up for unreal, which has an engine and
the maya uses OpenGL. Here on the AI normal map, I'm going to select Embed
of y on the option, and that should give us
the proper normal maps. And now as you can see, it's actually, I'm
pushing down there. Again. If you want to see them normally up on the element, let me show you real quick
how to earn on the screen. Instead of using this one, we need to use something
called a bump map, bump to D. This one. What we're gonna do is
we're gonna plug in the value here on the bump map. This out normal goes into the, into the emission color, into the normal camera. Now this should allow us
to see it right here. This is gonna be as a
tangent space normals, and there we go. So now we can actually see
it here on the screen. So it depends on which one is it gonna look accepted
this where it should look exactly the same on the
render as you can see on the renderer is looking
inverted, which is a Issue. And the one thing
I don't like about this one is we need to go
here and flip the G channel, flipped the green
channel of the element. We go this on the bump to
denote that's where we modify that so that when
we render it looks fine. Whichever, whichever one you prefer to use, both
of them worked fine. I usually like using
the literal that, but just for simplicity sake,
let's keep the other one. Now this one, the occlusion
reference metallic also has to be D linearized. So I'm gonna go into a utility and select said this to Ra. And this one has the channels in a very similar fashion as how
we saw it in enormous it. Each channel lifts in one of
the channels so rough, ER, the red channel is the
ambient occlusion, the green channel
is the roughness. So let's get that into
the specular roughness. And the B channel
is the mentalis, which in this case we
don't have any maleness, so it should be perfectly fine. This is what we're
gonna see right here. Now, as you can see, we're not really seeing a lot
of stuff in the character. And the reason is the
lie that we have. It's not like super intense. And even though the viewport
is quite nice here, instead of inside of Maya, the viewport to 0,
it's not as great, so we can add a light, of course, just an area light. We increase the exposure here. Let's go to like a
12th, like a 15. Let's turn on lights right
here, and there we go. So now the character is going to start looking a little bit closer and we're gonna
see the actual roughness. Now that the element
looks opposite, the bomber looks, looks weird. So this is one of
those places where you might need to flip
it if you want to see them in the viewport and flip it back if you
want to see it on the what's the word
on the render. So we turn this off.
That's really weird. It turns this off. Tangent space. Let's go here to
the bumped to D. That's really where it's
not working right now. Let's try the camera
real quick here. The other, the ai Arnold. And let's see how
that one works. Not seeing that much
of a difference. Now it doesn't work. That's unfortunate. That's fine. Let's just do
bumped to D. There we go. So yeah, the other thing we
could do is we could just go back into what's the word into substance and
invert the channel. But for now, it's really
not that financial leg. I only wanted to
see the textures. That's the most important part because this is
what we're gonna be using to plan out our scene. And yeah, that's pretty much it. We could use a multiply node
here for the occlusion, but it's going to darken
the whole thing even more. And now I want to
keep a workable. I'm going to go over this
whole thing right here. And if you don't want
to have any Asia's are revealing one that deal
with this and don't worry, this is a hair tutorials, so I'm just going to save
this soon for you guys. This is gonna be
called Merck setup. You can have this
ready to work with. This is it, this is the
scene is now set up. We're ready to start planning. We're gonna do a little
bit of planning before we start doing our haircuts. So hang on tight and I'll see
you back on the next one. Bye.
11. Planning and Reference: Hey guys, welcome back to
the next part of our series. So this is one of the most important videos
and we're gonna do this for all of the
characters that we're gonna be working with
throughout this series. Because one of the
things that will help people miss is they tried to go straight into working and they
don't plan enough, they don't gather
enough reference. And reference is probably
the most important thing. One of the secrets
that we have in the 3D world that
it's going to allow us to create amazing,
amazing stuff. What I want to do
with this character, I'm gonna grab my little
blue pencil right here. What I'm gonna do with this character is
when they created this very loose old hairstyle. I'm thinking This guy
is like an old ogre and he has been like
tobacco and stuff. He's probably going
to have some flyaway going on the side. A couple of hair over here, maybe a little bit of
like patchy beard. And I will definitely
like to give him some sort of guilty
or something. Just like imagine like a
go-to. You've seen goats. That here. We're going to keep
it really simple, we're getting keep
it really loose. Were also want to
add a little bit of hair here on the,
on the eyebrows. It's probably gonna be
one of the special ones. And that's it for
this first character. We're going to keep
it really simple. So now that I have an idea of how I want
this character to look, one of the things that they
need to make sure that we get right is to
get some reference. Before that, I want to keep, I want to save a bookmark
for you for the camera. So that's bookmark. Now I'm gonna go to this
other side over here. And I want to do
like again, some, some sort of like
loose hair here on the bolt head, like that. That way we can just jump back and forth between both
of them and see it. I don't want to erase or you
can just go through eraser. I'm using the newest, one
of the newest things, which is the blue pencil
here instead of my 2023. It's pretty, pretty cool for,
for annotations and stuff. What software that I forgot
to mention that we're gonna be using quite a bit as this
one's called pure breath. It's completely free. You can get it here. Let me just close
all this stuff. This one, this is
a software made specifically for
artists and it's a software that allows
us to collect and create like a collection
of images that we can have like an
a second monitor or something and that
eclipse with really, really practical, it's
completely free, as I mentioned, you can just download it
right here and install it for any system, which is great. And now I'm gonna look for
a Golgi. Let's go forward. Guilty. Let's look
for guilty long. Let's see if there's some
reference and we want to get close to what I want to get. So I'm going to copy this
image and hearing pure ref, I'm just going to paste it. This is one nice, nice image. I'm gonna look for
a goat's beard. Because I once the animal
the actual animal beers. That looks pretty cool.
Let's copy this one. The reason why the
reference is so important is because we need
to see a lot of things. We need to analyze the kind of color do we have on the hair? We need to analyze
the kind of density that we have under the
beard of this animals. This one's pretty cool as well. We need to see how, how groom, how the
groom is working, and all of those elements
is going to allow us to better capture the effect. Let's go back to just
like a long beard. Let's see if we can get
some interesting stuff. As you can see, this
is really full beard. This is a little bit
closer to what we're gonna be doing with
the next character, with a male character. But I like this rough stuff
like this looks pretty cool. Let's copy this image as well. As you can see, some of these images
are really, really big. No need for them
to be super big. We just need to general idea. Now let's look for
some balding hair. Let's see balding hair long. And let's see if we can
find something interesting. This is really funny. Sorry if I'm laughing, I'm probably going to be
bolted when I'm older as well. As just find it interesting. There we go. Like this sort of stuff. That's the kind of like balding, think, Oh, this
one's pretty cool. How thin the hair gets there. So that's, again, that's the
kind of elements that we're looking for and you can never
have too much reference. A lot of people are like that. They just look for a
little bit of reference. That's it. That's all I need. You definitely need
to go get us much, as much images as you can
because they're free, like no one's charging
you for this images. And the more reference we have, the more information we're
gonna be able to get. So let's look for old man here. Because I wanted to see, yeah, this is a kind of
stuff that we're going for this already 3D. These are actually haircare is, but I think we can get them. We can get hours to
look a lot better. This is what we want. Dislike, fluffy, nice. Like thin here. That's
exactly what I'm going for. This is pretty cool as well. We go, Let's keep looking. I know this is a baby, but this is kind of like
the clumpy effect that I'm also thinking about. Let's copy the image. Babies and old people have
this very interesting thing. Where were they share a lot
of things like the wrinkling this and like this, like very soft pair. This is great as well. This one's LA, so pretty cool. There was a comedian a
couple of years ago. I think you've already passed. His name is George Carlin. I'm not super familiar
with his comedy, but he's pretty famous. And he had this sort
of like soft here. No, not exactly what
I'm looking for. Cool. Now, let's look forward
like gobbling hair. Like if we look
for a goblin care, it's not bad to
look at reference from like art or affirm games. So this is of course a really, really close to what
I'm looking at. This is actually
a mask, I think. So this is giving me
a really nice idea of how things are supposed
to be looking at. Let's just space
this right here. Let's test transparency. That's pretty cool.
That's the same one. I don't see any other most
of them are the same. Let's look for or care. See if we can find
something interesting here. That's pretty cool. That's 3D ofcourse, but it's not wrong to grab a 3D
stuff as a reference. This was risk-free, cool as
well. I'm gonna copy it. I like the color of this one. Let's copy the image. There we go. That's it. We have several options
here for reference. As I mentioned, you can go
crazy with the reference. There is no limit on
how much reference you can get that given
this guy right here, just like the different styles. I think that's, that's
a nice little idea. Now we're gonna jump into Photoshop and I
need to plant out a little bit on how
I'm going to be creating our eventual maps. So I'm going to create this
like 20 or 24 by 1024. And I need to divide there. I need to think about how many, how many hair stress am
I going to need, right? So let's start painting
some of the strengths. You can either do
this with a tablet. I'm just going to keep
it really loose with my, with my mouse right now. From our initial
planning row right here, we have the goatee. For the goatee, we're
definitely going to have some sort of
like really dense, Doty triangular looking shape. Then we're going to
have usually a more, a little bit less dense effect. Just gonna be the
go-to over here. And I would definitely want
to have a couple of flyaway. So very similar to what we
did with the horse steal. This section, this is gonna
be my go-to C-section. Then this long
section over here we can use for the big
stretch on the hair. So we're going to have some nice big strengths
that they again, we're not going to have
a super dense one. I don't want to
have a lot of dense hair on the back of the head. We're probably
just going to have one description right there. And then a second
description right here. Look like a looser description,
long descriptions. And that's gonna be like my
like my backhand, right? They're probably going to add like another
like a fly away. I'm going to paint it red
here just to remind myself, there's gonna be a flyaway here. There's also going to be like
three descriptions here, like a couple of flyways, like long flyways,
just going to be 321. This again, this
is just a sketch. This is just for me to plan
out what I need to do. Now for the eyebrows, that's also something that
I forgot to get reference. Old man. Eyebrows. For the eyebrows,
I wanted to create this sort of very, very big. This is very cool. Very big again,
Lucy. Lucy eyebrows. So let's copy this
image into a reference. There we go. I want
them to be like really crazy looking like this one's look
pretty, pretty cool. Now, eyebrows are a little
bit different than here because even though it
looks like they're long, it's actually like
small patches of them. So some people like to try and create a groom like just a
single card that capture said, I don't think that's
the best idea. I think when we're seeing things like this, it's better to again, create a couple of
variations where we have this very nice long
eyebrow stuff that we can then change in late
on top of each other. So if you look at some examples, Here's like eyebrows,
hair cards. Again, when they've seen them, one of the best
results is having this source stuff like CDMA
of haircuts that we have. It's pretty much like one
hair card pair eyebrow and the end you get a really,
really amazing result. If you wanted to get
this sort of effect, It's good to have
several haircuts on this little space
over here that we have. We're probably going
to have a couple of eyebrows like options. So just a couple of, say one there and then
the second one here. And again, like,
like a Lucy more. Bury the one over here. As you can see, nine
descriptions sounds about right, Like three descriptions
for the goat, three descriptions for the, for the hair and true
descriptions for the eyebrows. I might get like an
extra description here for the goat,
for the goatee. And that's gonna be like, again, a couple of loose hairs. And this is part of
the deal, right? Like if you went
to have a really, really cool looking beard, hair or whatever,
you really need to invest the time in generating
all of these descriptions. And that's what's usually very time-consuming apart from the
front replacing of stuff. But that's it. There's one more important here description
that I want to create. I'm gonna have this
width blue over here, and it's like a breakup layer. So when the hair touches
the scalp of a character, imagine this is the scalp of
the character and we have a hair card that creates
this sort of effect. When you have long hairs, which is what we're
going to have. Sometimes the transition
from geometry to the hair card makes it a little bit difficult to appreciate. If you have an intermediate
haircut that does this sort of stuff
that blends together, like the union of
both of the elements that usually helps create a very nice transition
for the hair. So we're gonna be
adding one of those, especially for the long hairs
on the back of the head. So yeah, that's
pretty much it, guys. We have everything ready,
we have our action plan. We have a reference image, which by the way, this one
you can actually save. I'm gonna save this for you. You should do your
own by the way, but I always like to give you
guys as much information as possible so that you have
everything that you need, which is this one on your assets folders
on the mercury ogre, we're gonna have this
hair Merck reference. That's it. I'll see you back on
the next one where we start building all of
the descriptions that we hang on tight and Seebeck
in the next video, Bye bye.
12. Creating Hair Descriptions: Hey guys, welcome back to
the next part of our series. Today we're gonna start with the creation of our description. So let's get to it. Now. What's the most important
parts of both descriptions? And we've talked about this
before when we were doing the horse a charm,
ease the length. We need to make sure that we understand what the
proper length is. I'm gonna show you
another tool that you can use here instead of Maya. It's called the measure
tool, is right here. Create measure tools,
distance tool. I'm gonna go here and I want the goatee to
go about there. So as you can see, it's gonna be about 16 centimeters length. Then if I do this
again over here, I want the hair to be
probably not as long. So I would say probably like 12 centimetres is gonna be my, my main measurement for this thing will keep
those numbers in mind. 1612 of those are gonna
be our main, our numbers. As you can see, this aura
of the locators and stuff, the Chiquita, we don't
need it anymore. We don't need a
blue pencil either. We can actually either creating new scene where all the
descriptions are going to live or had generally them in here and just hide this guy. I think it's gonna
be a little bit easier if we have
a different scene. I'm just going to create
a new scene over here. Let's save this real
quick. Here's where we're gonna sell
building our stuff. So I'm going to go
to the front view. I am going to create
again the measure tool. So create measure tools, list install on, Let's
do our distances. You can see that's
four centimeters. I'm gonna go up this located
right here and just move it down so we get our
sixteenth-century meters, which is our initial
beard distance. The beer is going to be a little bit bigger than everything else. We're going to create
our little plane. Here's another way in
which you can create that sort of like curved planes
that we used before. You can start with
this cylinder just gonna rotate this 90 degrees. And then I'm going to go
into the vertex right here, Control F 11th, select the
faces and then delete them. Delete half of the faces where
you're gonna be left with this thing and just
crunch it down like this. And that's gonna give us the
sort of smooth effect which mimics the sort of Chin that we will
have for a character. We don't really know that we're gonna need a couple
of descriptions. It's not going to be
just one of them worked, probably going to need
like three or four. Now again, if we think about the square that we're
eventually going to have, let's go over here. Change this perspective to, or sorry, the size. I'm gonna change this to two k. And remember we can go into
the camera and we're gonna change the over scan down
here on the display options, 1.51.7. There we go. Again, if I know that
this is 15 centimeters, Let's move this up. And that means that that's
where my goatee is gonna be. We can already please
this over here. I mean, it really doesn't
matter where we place. Thanks. Because at the end of the
day we can just move them. I'm just going to
duplicate this shape and I'm going to rename this. So this is going to
be goatee thick. Go T-H thin. We're going to call this goatee. Breaks. There we go. Now if we go into our reference, we
have the right here. I mentioned that maybe
having an extra like a flyaway goatee
will be quite cool. So I'm going to add another one. This one's not gonna be as big, so let's make it smaller
right about there. This is when we
might need to like this two guys which are
gonna be like breakaways, we can also make them
slightly smaller. So this is gonna be my go-to
flyaway that we call grep. All of them make sure to
delete the history of Freeze Transformations
to make sure that they're as cleanest, bustle. And we can go into perspective. We can work all of these
things into perspective. I'm gonna select this
guy, the first one. We're going to go of
course, to our extra window up and extend and create
a new description, the collection, we're
going to call it a Merck, which is our ogre. Ogre. It's gonna be the collection. It is going to be goatee, thick and splines randomly because of surface and
we're gonna be used placing in shaping. Guess I'm gonna hit create. Now since this is the first one is gonna be a
little bit thicker. I definitely want to add a
couple of guides right here. No bound geometry. That's weird. Interesting. Just like I missed something. Let's do this again. Description, create Description. Go through T, thick Merck. Again. That's the splines randomly because they're placing
a shipping guides. There we go, hit Apply. Not bound to any geometry. That's a very weird error. I'm not sure whether this,
Let's delete this whole thing. I'm going to delete
everything here. I'm not sure if it's because we're missing some divisions. I didn't think so. Divisions shouldn't
matter that much, but let's add a couple of divisions with here
and see if that fixes it. Let's again do the history for
transformation everything. We're going to create
a new description. Merck collection. You know what might
be, it might be the we haven't saved the scene. Remember I mentioned that, let's call this Merck. Share descriptions. There we go. So creating
new description is going to be goatee, thick, gonna be Merck, hair, splines, random glucose, the surface placing a
shipping gets there we go. Let's create this
one right here. And now we should be
able to either Guys, I'm not sure if it
was a geometry. I've worked with flood
geometries before, but that's fine. There we go. Now we generate this against it, we get this sort of thing. The first thing I want
to do is I want to create a density map because I only want this goatee to be happening right
here in the center. So I'm gonna go here, not here, sorry, to
the little arrow. We're going to create a map. It's got to be cold,
goatee, thick map. We're gonna start with black
and I'm gonna hit Create. Now, just go, of
course going to paint the area where I
wanted to go to B2B. And we're gonna save,
very important to save. Otherwise we're not
gonna get any effect. Let's go to the front view. Let's turn this off for now. Again, it doesn't really matter because we can always
move things around. I'm going to go into
the control points and we're gonna move them down. Now as we saw from the
reference right here, we want a beer to
be like really, really squiggly and really
nice and light curves. We're going to push some
of this points out. Give this a little bit
more visual interest. We go definitely increase
the density and it's going to be like a really
dense beard right there. We're definitely
going to have taper. So let's add some taper. And let's shift this so
that we get this sort of like teardrop shape on the, on the actual hair itself. There we go. That's looking as
looking quite nice. We can again turn
lights if you want to, but we can visualize
things pretty nicely here. Let's go back to
perspective view so that we can play around with
some of the modifiers. I'm going to go to a modifiers, the first one that
I'm going to add, we've already talked
about this one before, is the noise modifier I'm
just gonna hit, okay. And what this noise
mostly for DOS, it's just noise to
the general beer. That's perfect. That's exactly what they want. It's looking pretty nice. Let's go here to the deed, both with change something and I just forgot what that was. Oh, yeah. The multiplier should be count. Let's add a little
bit more modifiers. It becomes that way we don't
have to go big right there. Perfect, the five is great. Now, one thing that
happens with here, very, very commonly East, something called
clumping here tends to clump together and create this very nice as transfer
off of here. You can see it
here, for instance, on the baby head, how we get
this nice little clumps. And it's something that
happens naturally. I don't have the
exact explanation, but my guess is because
of the oils of the hair, they kind of like stick
together and you get this sort of like a
triangular looking elements. I'm going to add a new
modifier right here. And I'm gonna add
one clump modifier, which is this one right here. It's true clumping,
just keep okay? Now the problem is when we add the clump modifier and
nothing's going to happen. And the reason it's
not working is because we need to add something
called clumping guides. And in a very similar
fashion as to how our normal like
guides work over here. The clumping guides will help the hair note where to clump worth to create
like little clumps. There's a couple of options. I'm gonna sell the clumping
here. I'm gonna go here to set up maps and we're gonna
get this little option. First of all, if I were
to generate right here, you would see that
we get this point, the elements and all of
those points, the elements, if I hit save,
those are going to be the ones to clump,
to think together. If we increase this
clump, as you can see, it's going to try to really, really competent
forces gonna have like really flare
it out over here. And you can see how each one of those points is
clumping up here. The way this works or the way I like to work with clumping, it's actually not
with random guides. So let's go here to set up maps. It's actually by
changing this to guide. If we change this to guide, now, each guide is going to work as the clumping origin for the
thing that we're doing. That's why I started
with five guides, because we're going
to get five clumps. Now, if you want to have a
random stuff, you can do that. You can lower the intensity and that's completely
fine, just gonna hit Save. And as you can see now, each little guy that
we have is trying to clump the hair on
its, on its elements. As you can see, we get this
very, very cool effect. The cool thing is if we were to go back to the guide generator, for instance, and move
the clock points. We will of course get very, very interesting effect
for the whole thing. So coping is really,
really important. Even this holds that
we get right here. I think those are really,
really cool because they will give us some more
transparency on the whole thing. And that also helps us get some more visual
interest overall. Yeah, that's a very nice note that the clumping note, now, this clump right
here, this value, this is what we are modifying. So if you want like
a really some clump, you can reduce this to 0.5. And yes, we're gonna have clump. It's not gonna be as obvious. I think I'm gonna go
for a 0.7 because I do want to have a little
bit more clumping on the top side though, you can also see here where the clumping is
happening the most, whether it's at the
tip or not right now, as you can see, the
tip is the one that's being most effective if I were to lower this thing where we get more clump
under root as well. So again, you can modify any of these parameters and create
some interesting effects. Right now, I don't want
to have as much clump under root, something like this. Looks a little bit better to me. You can just eliminate some of those guys grades.
Something interesting. There we go, Let's turn
on our ambient occlusion and our anti-aliasing
so that we can see the shapes a
little bit better. And yeah, this, this
looks quite, quite nice. Another thing that
I want to add, and I can see this one on some
of the reference as well. Let me show you here. So we've talked
about this before, where the hair is not
always the same length, especially on the
beer's like here. We're gonna have
some short beards and then some long
beards as well. So we're going to
add a cut modifier. We go here, we're going to add a cut modifier, heat, okay? The curve modifier, we're gonna change how much we
want to cut this. So it's going to be between 0 and I would say five
units and hit enter. Now what we're going to
have some nice short hairs down here and some
longer hairs as well. I might want to add a
little bit more noise, so let's try adding a frequency
of another frequency. Let's try maybe like
a magnitude of seven. She's got a little
bit more noise there and create this
very, very nice effects. So, yeah, there we go. That's a nice dense
effect right there. I think maybe making
the root slightly thinner work as well. Maybe, maybe just maybe adding a little bit more
density, just a little bit more. Like ten. I think ten is a good density right
now. There we go. Let's save this
real quick to make sure that we don't lose any of this progress and we can
move onto the next one. What they can do here
is you can actually go here onto the descriptions and duplicate the descriptions. So if I grab this
description right here, description one, I
can go description, duplicate the description, Save. And it's gonna be a goatee
and we're going to call this, it was called thin. Just going to hit a
duplicate. There we go. Now on this one right here, I'm going to add some guides. I think we do need
the geometry thing. I think that's one of my issues. So let's go to the Cut tool. Let's have some more geometry. History first transformation. I am just going to
add some guides. I'm going to say
description, description. And we are going to do import,
collection or description. We're going to import
or sorry, sorry, sorry. We're gonna go here. Description, create description. This is going to
be our go-to team. Listening shipping
guys hit Create, and there we go. Now technically we
should be able to just, That's really where they
were getting the same error. No bound geometry phone
give me just 1 second. That was really weird. I had to go here to
the description and delete the ones that we haven't
just create the new one. For some reason.
This is kind of like freaking out, but that's fine. I'm just going to grab
this guys right here. Now, a couple of extra points. Let's do six now. And I'm just going to hit Enter. So now when we do
this, we can see we get our nice
little description. I'm going to grab everything
here, Guide control points. And again, just push them down until we get the distance
that we were going for. We can start playing around with some of the
curvature as well. This is going to really use this very nice effect
is very nice hair. We're gonna be adding the clumping and
everything as well. Let's go right there. Really
small guy that were there. Really push it down. Give it some depth. I thickness, weight
or density wise, we're gonna have this half the density of what we had before. So it's going to be five.
We're gonna taper this, are going to tape it
over here as well. Over here. Probably you've
been less probably like three or something. I really want this to
be a lot, lot thinner. I'm gonna increase the
width a little bit here. Now we can go to
the mother fires. We're going to add a
noise modifier as well. We have ten really
squiggly line. That's fine. I'm gonna go to my primitives and I'm
also going to add the map. So create map,
it's R with black, will just go t thing, map. Create. We paint
with white color. There we go. That's where we are. 111, the hair. Just hit Save. Don't forget to hit Save.
That's very important. And there we go. So now we have this
very nice thin effect that's going to allow us
to break up the surface, maybe just a little
bit more density. I don't want us to be
like super, super thin. I really liked the noise. I think I don't think we need clumping on this one since
they're a little bit looser so they wouldn't
clump together as much as the, as
the other ones. So I'm just gonna go here to my modifiers and let's
just add the cut modifier. Hit. Okay? Again, this one, I'm probably going to go a
little bit more aggressive. So I'm going to say
like seven that we're working to have some really long ones and some
really short ones. And again, this is
gonna be really useful to break up this
thing over here, maybe on the noise, especially if we add
more modifier CV counts. Now we go, that's
gonna be a little bit closer to what we want, might be a little
bit too noisy now. So let's go to seven,
and that's it. You always want your
hair collections to look similar to each
other because that's going to make it a lot easier to blend them together if something's really,
really noisy. And the other part is is
not asked only see Dan. It might look a
little bit of weird. Yeah, that's, that's it for now. Cool. So now we're going to
continue with the last of description that we have
or will we have two more, which is the little flyways,
but that one's super easy. And then this one right
here, as you can see, I already added the
little geometry taps here and I'm gonna show
you one very cool trick. I'm gonna go here into
file and I'm gonna say export collections
or descriptions. And I'm going to export this
a goatee thin description. This one right here, as
you can see right now, is being saved to
another folder, is not being seen
through the project, is being sued two documents, X1. That's really,
really weird because I am saving everything with my, it should be saving everything
with my action elements, but it doesn't really matter. What I'm gonna do
now is I'm gonna select this geometry
and save file. I'm going to import
collection or description. I'm going to import
a description. I'm going to go and navigate. Select this one right
here, hit open, and as you can see it says
Bind select the geometry. And I will not add
this description to my existing collection
which has might mark here. So I'm going to hit Import.
And as you can see, of course we need our guides. So let's go to perspective view. Let's add a couple of guys, 12345, refresh, and there we go. Now, the great thing
about importing descriptions is that you don't have to do
all of the things. Again, as you can see, they
already have the modifiers, they already have the CB count, they already have
everything that you did before. It's already there. So especially when you're doing light or creating
variations of a very similar here of importing and exporting
descriptions. It's a really, really
good and fast way to iterate or create all of these
variations in a nice way. Now as you can see, when I do this and refresh, there we go. We have this very
nice description. It doesn't have the same shader if you wanted to fix
that, don't worry, just select the
description right here, right-click and assign
the existing material. And I believe it's the
hair fiscal **** or one. That's the red
channel that we want. This is gonna be a lot softer, as you guys remember, definitely need
to create a mask. So I'm gonna go
to my primitives, create a new map. It's going to be black. And we're gonna call
this goatee thing map to just hit Create. Paint the area where
we want this safe. That's it. Now we have this
very nice effect. Now of course this one is
going to be even less dense. Probably going to go for
like a 1.5 or a two, depending on how dense we want
this probably like a 1.5. That way we're gonna have
a really thick ones, are really small ones and really softwares and all
of them are going to allow me to create a very
nice transition on my beard. Finally, for the fly ways we can do something
very similar. I can just grab this
guy right here. Going to again into File, import collection of
description, description, select the description
that we want the school to thin and just import it
into a new collection. Of course, we're
gonna get our guides, just got three guides. So 123, refresh.
And as you can see, it's just a matter of changing the control points right here. So let's mix it really, really long and just play
around with the effect. That's all we need.
Just a couple of hairs, just a couple of strands, just something going
once either the other, that should be more than enough. Let's add them. So variation there, perfect. So now when we go
to the front view, as you can see, we have
like two sections. We have this one right here and then another
one right there. So we can even divide this into two different flyways are a couple of flyways
and that's fine. We can increase the
density on this one. Strength to go for
this thing right here. So I'm going to
right-click here and say, I mean, yeah, we can
create them another map. Sure, I want to put in
another lab though. That's fine. We'll leave it
like this for now. Just move the
elements a little bit and remember if you want
to have the same elements, just select this guy
right here, right-click and assign the same
hair physical share. There we go. One thing I do recommend is
changing the name. So this is going to be, let's call this light go light lecturing than they
moved the descriptions. It's a good idea to keep things
organized and let's call this go to fly away. Gonna be thick, thin,
light and fly away. There we go. We have
the first section. We eventually know that all of those guys
are gonna be like up here and that's gonna be the
first bake of our outlet. So I'm gonna start to
do the right thing. You guys, I know this is
getting a little bit long in certain areas because we need
to explore everything ends. I'd like to show
every single step, so that's it for now. And the next one we're
going to work on the hair elements. So hang on tight and I'll see
you back on the next video.
13. Creating Eyebrow Descriptions: Hey guys, welcome back to the
next part two for serious, they were going to
create a dihybrid prescriptions for
our characters. So let's get to it. This is where we left off. Now, one thing, if you open
your file after working on something and you find that the things are
not displaying, make sure to go here
into the descriptions and just scroll through them so they'd knows where to look for and you should be having
everything back here. A little bit of
further split issue that's used sometimes
get especially when you're working
on something and you closer than then
open up back again. I'm also going to turn
off playback cache. We don't need the reading
that it really right now and I'm gonna agree
the new polygon, grab this guy right here. Just a new plane in a very similar fashion to what we did with the other ones. I'm just going to Shift
click, double-click here, heat a beam to make self-selection and just
push this guy's up. That's a very fast way to create a little bit of a
curvature for objects. I'm going to delete
this guy right here. Just lift this thing right here, and delete the history center
bu freeze transformation. And something that's
very important to here. We're actually going to
create the eyebrows up here. I'm going to create two
descriptions for them. So I'm going to
duplicate this twice. I'm going to call this
eyebrows eyebrows B. And as you can see, the
planes that I just created, they're not facing
downward, facing up. This is a slight distinction. It's not really necessary. I mean, you can get
away with having everything phase
the same direction, but I kind of like
making sure the hair is followed the normal way that
they would normally go. Kind of helps. It helps a little bit
with the glossiness and with the way they shine. So I think this
is going to work. Let's go over here. Make sure to history first transformation
everything to make sure everything is as clean and
as normal as possible. And we're gonna go to action, create a new description. Description, created
description. We're going to call
this eyebrows, randomly placing and shipping
guides and hit Create. Now we should be able to go into our little guy tool and
create a couple of guides. We're going to
create the eyebrows. There we go. So we do this. Let's create a density
map real quick. So over here, create a map. Let's call this eyebrow. Bro, a map. Let's start with
black. Hit Create. Let's paint in. Remember
you can double-click here, change this color to
white and paint it. Now in this one, I actually
do want to paint like more of like a straight
line right here. Oh my God, sorry about that. I'm just going to hit Save. There we go. Now the eyebrows, if you
remember from our pure ref file, which by the way, you should
have on your files as well in case you are using it. There we go. This guy got, I hope that's like a comedy
sketch or something. If I ever go that ball, I'll probably just
cut everything off. Yeah. As you can see
here, the eyebrows kind of like fall to one side. I'm going to go
to my front view. Let's zoom in here. And I'm going to start
using my control points to kind of like guy, the, the, what's the word? Let's turn off soft selection. And we're gonna start guiding the points a little
bit to the side. This is going to give me a more realistic look for
the die rolls. You always want to
have your guides became the closest you can to the type of hair that
you're trying to create. So something like this. And like this. There we go. So now when we
do this, as you can see, all of the hair is gonna be like moving to that direction. And that's going to make
it a lot easier for us to eventually create the
elements that we need. I'm definitely going
to add some taper, but not that much, probably
something like this I think. And let's play around with
the route a little bit. The tip, as you can see eyebrow, I see them a little bit
thicker than the hair up here. You can see that they're
slightly thicker. So I'm gonna go for
some thicker eyebrows. There we go. Let's give them a little
bit more CB counts. And I think the only extra thing that they want to add, just
a little bit of noise. So I'm going to go here
to the mother fires and let's add some noise. Yeah, that looks pretty cool. Maybe make this thing
a little bit more intense now that's
way, way too much. There we go. Like how to maybe a length modifier
might not be that bad. So let's do a cut here. Let's go to like a one. We're gonna have
your random between 01 man that where we have, again a little bit of variation. I do want to push discuss
a little bit more though. I'll have some longer ones. So some of these guys had
really want to push them up. There we go. That's it. That's pretty much our
eyebrow eyebrow description. Now we could just
save this one and copy it to this one
and give that a little bit more of a different look. But nothing we can do
a new one real quick. So let's save the
scene real fast. I'm going to go back here
to the descriptions created description and they'll S1
is gonna be called eyebrows. There we go. Splines randomly placing
a shipping guides Create, and now we just
create our guides. What happened? I think
we didn't create it. Let's try this again. I browse BY description. I think if they had the
same name and remember, things cannot have the
same name here instead of, instead of my, there we go. I'm just gonna hit Create. And now we go into our guides. Let's go into create
an shaped guides. That's really weird. Do I have my
geometry blocked in? No. Sometimes Maya freaks
out any kind of box. I'm also using one of
the newest versions, which is 2023, not geometry
for her. That's really weird. We forget to know I
did not forget there. Okay, let's delete the
descriptions here. Because something weird is
happening on this geometry. I'm just going to
duplicate this geometry. Let's delete the old one and
let's call this eyebrows. Be. Make sure to again, central people with history
and delete transformation. And I am going to go
back into action, go into descriptions and
created a description. Let's call this eyebrows,
be description. We're gonna have
them to Merck hair. And placing a shipping
is there we go. Let's create a new one. There we go. I'm not
sure why it booked out at first, but now we got it. We go to the front view again. We grab our little
control points. For this one, I'm going
to try to have a really, really short like guy that first and then
a really long one. That way we can combine them. We can have some like a
really long eyebrows in certain areas and some small
eyebrows in other areas. Another thing we
could do is we could utilize some of these
guys to create like a, like a section of eyebrows, like two arrows over here. And then use this other
southern three eyebrows common, not like angling them as much. Now when we do this, if we reduce the density
a little bit, or if we paint a map, we can have two sections. I think we could
create a polygon that only covers
like half of them. And that way we have
two more variations. I think this one's are
looking quite nice. Let's do a little bit
of width over here. Definitely make them
a little wider. Let us go to
Utilities, not sorry, modifiers are going to have
a noise modifier as well. Magnitude of two so that it matches the other
one. There we go. I'm wondering if it would
be a good idea to add a mask or not
because we're really getting some nice
effects over here. It might only be like we might only need
to add the density. There we go. The density is
looking quite nice. I'm gonna change the
length a little bit. Cool. So yeah, even though
we're getting some hair, so we're here, I think these are cool because again,
as I mentioned, we could have a single card
with a single hair and use that one to give a even more depth to the whole thing. So yeah, that's pretty much
it. This is what I mentioned. If you don't see a description
just like scroll through the descriptions and
that should update them. Sometimes you're
gonna get an error where it says trying
to find the textures. But if you've been
setting everything up, this should be
working quite nice. I'm definitely going to move a couple of these guys around. So for instance, we can have this ones here and
this one's here. Let's update the whole
descriptions again. We need to go here and here. So the updates that we're, we're gonna be able to
do a more intense zoom here on the textures and we're
gonna get more resolution. Again if you want, add one more, just go forward another extra
little channel right here, an extra little layer, and
you're going to be good to go. So those are our eyebrows. And you can see
that the thickness of the eyebrows is a little
bit bigger than this. It's fine. This is just to
occupy more space. Sometimes you can do this
and it's completely fine. Just make sure that when
we scale the planes, disciplines are gonna
be a lot smaller. Yeah, that's pretty
much it, guys. I'm gonna stop the
deal right now and I'll see you
back on the next one when we do d of
hair, hair cards. So the actual here, right, all of these
are cards but we're gonna do the actual here. So hang on tight and I'll see
you back on the next one. Bye bye.
14. Creating Main Hair Descriptions: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the main hair description and yeah, let's get to it now if we take a quick look
at the reference, one of the things that
I'm noticing for the top here is that a lot
thinner than the beard? It's not that as a course and it's of course a lot longer. It's not as noisy either. It's very, very soft. Yes, We have a couple
of flyaway stuff, but it's a lot more
control compared to the viewer that tends to be
a little bit more scruffy. You can see here at the beers
really, really scruffy. And on top here the hair
is like a lot smoother. So that's another effect
that we're going to go for. No, this is not their Maya. That's the other Maia. Here we go. We're going to create
the new blame. Again. Let's go to Perspective View Display and so make it a
little bit bigger. And you can do or curve this out in any way that you want. Now this one, of course, we're actually going to be using or going from top to bottom. Let me perform with
nonlinear bend. Let's go into the curvature
of the curvature. Remember you can press E click and then go into
discrete rotate, which is going to
make sure that this rotates in angles are in steps that way it's
a lot easier to, to find exactly the angle
that you're going for. We're gonna move the curvature
down, something like that. The history of
personal information center pivot when
we know the drill. If we go to our front view, we're going to get this
roughly about there. For this one, I do want to
have three descriptions. And since the hair is gonna
go from top to bottom, we're going to start
right around there. It's going to be 123. And I'm probably gonna do a fourth with just a
couple of flyways. You guys remembered to drill. This is very similar to how
we did the horse charm. We're going to start
with very dense, medium density, low
density, and then fly away. It's like very similar to
what we have right here. Now some of you could
be like, Can we just reuse this ones
that we have up here? And the answer is yes.
Of course you can. However, if you do that, one of the things
that's gonna happen is that the hair is gonna
look very similar. And since we haven't baked
the texture just yet, we can utilize all of this
extra space that we have, which by the way,
let's take a look at the skin here real quick. So remember display
options, let's say 1.7. There we go. So eventually my haircut
is gonna be right here. So as you can see, we still
have a lot of free space down here that we can utilize
for the men here. And that's just going to
make us a better artist. I, one of the things
that it's always complicated for me to
explain To everyone went when teaching these courses is that there's a lot of
time involved in this. I tried to make
this thing as some, as fast and as
efficient as possible. But normally this sort
of thing will take quite a bit of time
to make sure that it's as nice as possible. Let's call this main hair, a main here being main hair, see main here, d, You can call them fly away, medium density, high
density, however you want. Make sure it's super important to Italy history for
information center, the pivot point, and let's start creating our
description. So we go here. Extra action window, description
created description. We'll call this Main Here, description a pacing guides. There we go. We place our guides and
what's gonna be 123. You can place them
wherever you want. I usually do this or
like five thingy effect, but you can go
wherever you want. Let's grab all of
them control points. Just push them down. That unless I've mentioned this
one's gonna be a lot nicer, a lot cleaner. So I'm not gonna be
moving them or are changing their values as much. We're going to keep them
really, really close. There we go. Now let's
grab this thing. Preview this. It looks nice. I definitely want to add a mask, so we're going to
have for a mask here, Let's call this
hair main a mask. Let's start with the
black color create. And we paint the area where
we want this to be saved. Don't forget to
Save, and that's it. Now, density wise
definitely need to increase the density a little
bit, something like that. I mean, we don't want
to have a lot of hair. It's supposed to be a wispy
low what we have right here, but it's still gonna be
some hair over there. We definitely want to
increase the taper. And I'm going to modify
my little rude right here to create a nice
little effect like this. Now for this one, we're gonna
go over the clumping thing again because I
definitely want to see this sort of clumping
that we have right here. I'm going to go to
Modifiers, add a new option. We're gonna have a clump option. Hit Okay, and remember
for the clumping to work, we need to preview guides. So we're gonna set up maps. And in this case I'm
just going to do a random generation
of the elements. I'm going to hit Save. And as you can see,
it will automatically try to create the clumping. This one, to be honest, it looks quite, quite nice. This is kind of like,
well what I'm going for, I'll probably add just
a little bit of noise. Just, let's do like
1.5 magnitude probably be a little bit more than
a two as x2 for frequency, just to generate
something a little bit more interesting, maybe
a little bit of three. There we go. The preview output. They're actually on
the no, that's fine. I'll little bit like that. Caught we definitely
want to cut tool. So again on the modifiers, let's add one nice cut
effect right here. Since the Harris our way longer, we definitely want to increase the amount of the
length right there. There we go. That's it. I do think they're a little bit thin, little bit too thin. So I'm gonna go to the width. I'm gonna say 0.15, just a little bit more dense because even though it's
supposed to be a wispy, I still want to be able to
see something maybe.3.13.13. There we go. Perfect. That's looking quite
nice. I am going to play a little bit with the
control points just to, to make sure that not
everything else as uniform get a little bit more
variation. And that's it. We have a really nice
base layer for our hair. Now since I don't want
to, what's the word? Like? Do all of
this thing again, I want to try and keep it
a little bit faster and we know most of the hairs
is gonna be very similar just with
different densities. Here's where copying and pasting descriptions
is really good. So I'm going to go into
File, I'm going to say expert collection
or description. I'm going to export a
description and I'm going to export the main
hair description a. Now as you can see, it's
going to a different place. I definitely don't want that. So I'm gonna go to
My Projects projects to entry to hear carts. There we go to our
project folder and down here we're gonna
have the action folder. I can create a new one
called descriptions. Here on descriptions,
I can save this as main hair Merck. There we go. I just hit Export. Save, and there we go. Now, technically, if things work as they are
supposed to be working, we should be able to import a
new description right here. So first I'm going to say File, and I am going to go into description file import
collection or description. Description. We're going to go for, we need to go for
the other ones. So maya has this
thing right here, which is really, really useful. I recommend just like
dragging and dropping your main folders so
that you can quickly access them and you don't
have to be like navigating as much extra
descriptions and that's the description that
we want to import bind to select the geometry. And we're going to
add the description to the existing collection,
just hit import. Of course, we shouldn't
have anything here, but if we start adding
our points, there we go. So a couple of points there. Just hit simulate and perfect. Now the only thing
we need to do, of course, his grab
all of those guys, grab their control points
and give them the length. Let's push us and all of the
information that the Rab, like everything that
we've done before, it should be here that
clumping everything. Well, the clumping might
not be working exactly as expected. I'll show you why. There we go. As you can see again, if the material is not
the same, don't worry, just right-click and then go
assign existing material. And usually it's a
hair physical shader. What I'll show you how to clean that scene
as well because we don't want us much information density away. So let's go half. So let's do two on
the density side, as you can see, it's looking
for a map that's not there. So we need to paint a
new map right here. And save it. There we go. Now it's working. We need to go to the comping as well to the model first,
the clumping move. Far as you can see
that we're not getting any clumps because we
need to set up the maps. We need to generate the
clumps and hit Save. That way. We are going to get the clumps. Gonna play with the noise
here a little bit more because since this are going
to be a little bit looser, I wouldn't expect them
to clump as much. Just like moving some of the
scriptures here and there. It's gonna give us a
nice little effect. Let's try that. There we go. That's a lot nicer.
Because again, these are gonna be
like the loose hair. So we're gonna have
pretty much everywhere. Cool. So as you can see, the
description gets an, a one. I don't like that. So let's just change this
to be that way we can keep everything really,
really clean over here. Let's save everything.
Always, always saved. This is one of the
kind of processes. Every time you are working with things that are a little
bit more dynamic, Maya and most other
softwares or have a hard time making sure
that everything works fine so you get the
frequent crashes, especially if your
system has low memory. So that's why it's super, super important to always save. Grab this guy right here. And we're gonna do
the same thing, File, import, collection
or description. We're going to input
a description. Let's navigate here real quick. As you can see, it's a lot
easier to just go right there. You could also just
like for instance, if we're gonna do
next to stuff here, just drag it that
one over there, and at any point you
can just remove it. So description's open, a button, select the geometry and hit
import it. There we go. We've got our guides,
1234 for this one. Go to front view. Go to our control points. And we're going to push all of these control points to
the bottom part like this. Usually when I separate
the points a little bit so that you get a more
interesting result. That will be my suggestion, buried the length a little bit. Don't make them go super crazy. This one I think I'm gonna
clump a little bit more. There we go. The mask is gonna
be super important. So we again go to the
primitive section. We go into the paint options and we paint a new mask
right here, save. It's doing something weird here. So I'm gonna go to my colors. And let's go to black. Was doing this sort
of great channel. So let's paint
everything black first. And then we're going to
paint the white right here. Save. There we go, so that she'll be working a little bit better. Density wise, definitely
it's gonna be super low. That, that seems about right, probably a little bit
more. Let's try.5. There we go. A little bit more, maybe
just a tad bit more because I don't want to have a little bit more density here. 0.6.6 seems fine.
One thing I did, it's a little bit
worrying right here, is that I don't want to look at. There seems to be a little
bit too much space over here. So I'm gonna go
back to the mask. I'm going to try to
paint out the board. They're a little bit
more because I don't want him going everywhere. Let's save this. Really weird. Sometimes the border doesn't get painted like properly here. We shouldn't be
getting any hair. But for some reason
there might be like one or two pixels that are still holding some sort of
like color information. Just be mindful. There we go. That works. Let's grab the
description again, change the name so that
it has a clean name. Perfect right-click. And we're going to assign
existing material, the hair physical shudder
one, which is the first one. Yeah, those are gonna be used
some quite nice flyer ways. We might be able to
get a couple of them. That tells me that
we might not need to add a third one or like
a final one over here. What we have right now, I think it should be
more than enough. That's also going to
give us a little bit more space, like
more resolution. So that's good. So yeah, let's skip
this final one. Let's just keep with those two. Definitely move this thing
closer to the center. Same for this one. We need to, of course like
re-assign everything here, like make sure areas
description, this is active. There we go, Let's
say real quick. And now finally, I'm gonna show you how to clean up the scene
because as you can see, we have a lot of notes. So every time we eat
importantly description, it's importing a hair
physical shutter. It's pretty much just a copy. I'm just going to say edit
and delete unused notes. And as you can see, most
of them get eliminated. This means that some
of the hairs is still hold the old hair system. So I'm gonna grab all
of the descriptions, right-click assign
existing material and we're gonna saying
the physical **** or one. And now when I place or click this thing
and then say edit, delete and use notes again. It should be working. Sorry for this. There we go. Now, as you can see
here on the Hypershade, we only have one hair
physical shader, which is the one that
we're gonna be using. We have auto for descriptions, the nice hair here for that, for the head, the goatee, and the eyebrows, everything
seems to be working fine. I'm just gonna save this real quick and we are ready to go. We're ready to start working on the bakes for all of these guys. So I am going to hide
this guys with H. You give them control G to
have them on the same group. I'm going to call this
care origin group. That way again,
things are organized. We no longer need the
distance so we can delete it. This is it. All of her
descriptions are ready. Final thing that I need to do, I'm going to save a bookmark
here for the camera. Again, in case I
moved the camera, I just go BYU bookmarks
and go back to this one. And that way I can make sure
that every single big that I do is going to be following
the exact same proportions. This is it guys, this is the end of the description generation. I know, I know it's a little bit time-consuming and I know that it's not as
what's the word fun. You need to do a
lot of iterations or worked, but it's important. And again, you could just do one iteration and then tried to create all
your cars with that. But this is the
thing that divides a and a major artists from a
pro art is the fact that you take the time to do all of this work just to make sure that things look
as nice as possible. So yeah, hang on tight and I'll see you back
on the next one. Bye bye.
15. Baking the Ogre Maps: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the baking process of all of the hair cards. As you can see, we already
have our plane right here and it's our
background plant, just gonna call it BG plane. And the US, we've
mentioned before this technique that we do
where we don't actually bake, I call this bacon because we didn't read the
texture since that was the old way to do it or
one of the ways to do it. But it's just generating
all of the textures. Now, if you remember,
depending on which, on which was the
word, the beginning, which is setup or engine
we're gonna be using. It depends on the cards
that we need for marmoset, which has this arc that
we're going to be doing. We're going to need
the normal map. We're going to
need the colormap. We're going to need
the Alpha map. We're gonna need
the direction map. And we're going to need to
be ambient occlusion map. Now there's one extra map
that we're gonna need. We're not going to be creating
it here inside of Maya. We're gonna do, we're going
to use a little bit of ocher, which is the specular map
or the roughness map. This is going to just break up the surface
a little bit more and we're going to have the
hair look a little bit nicer. So these are the six
maps that we need. So let's just get to it. I'm going to grab all
of the descriptions or right-click and I'm going
to assign a new material. I'm gonna sign this
Arnold AI standard here, which is the basic one
that we're gonna be using. We're going to go to the
presets and we're gonna go to the black
preset right now. Now, why am I going
to the black? Because we're actually going
to reduce the metal in remembered the Melian is
the pigment that we have. I'm going to go
to Arnold lights, sky dome light. We're just
going to leave it like this. We're not going to use an image. Let's save this real quick and let us go here
to the options. And it might not be a
bad idea to already decided where we want
to do GPU or CPU. If you remember, both
of them are like fast, I would say, sorry, it depends on which
one you prefer. I think I'm gonna give
you the shot with GPU. Let's see how that goes. I'm going to hit
GPU and we're going to say Arnold and render. The first time we do this, it might be a little bit slower and we have the upper
hand right here. I'm not seeing the lower here, which is a little
bit concerning and we're getting some tremor. We've had this happen before
where we need to cycle through the descriptions again just to make sure
that they work. So I'm gonna go here to Arnold. Sorry to go action. This is some sort of
visual bug or something. So let's go to each
one of this and just hit refresh, refresh, refresh, refresh, refresh,
refresh this one. This one. This one. This one. There we go. I'm gonna go to the
Arnold Render View. I'm going to say bw or render. And there's one called
update full scene. And there we go. So now our things are working the way we
expect them to work. As you can see, we get
this very nice effect. This is just like a black color. We remove the melanin
so we're not seeing anything but just like a
like a nice black color. Definitely it's quite noisy. So I think I'm gonna
go back to CPU because it's becoming
a little bit too noisy for my, for my taste. So I'm going to re-render
this CPU is more exact, but it takes a
little bit longer. Gpg is more like a
brute force approach and you will get faster renders, but they won't be as nice as
you can see here with CPU, we get under law a
lot nicer effect. And we can of course add the denoise or on top of this and we'll get
a nice effect. I really like this sort of Y, the fact it's
looking quite nice. However, I do want to modify
a couple of things here, so let's go to the
standard here. I am going to add a
little bit of melanin and definitely a lot
of well not allowed, but quite a bit of
melanin randomized. Remember this is one of the
cool things about using this process that since we're
using the action elements, we can get some random effects. So some hairs are gonna
be, as you can see, a little bit lighter and some are gonna be a
little bit darker. That's way too much
melanin though. We could of course, just go into Photoshop and desaturate
the whole thing. But let's try to be, Let's try to be as, Let's start to do the proper technique as nicely as possible. Another thing we
could do is we could, we could create a roadmap might not be bad, or one of the, remember the object ID maps and then just combine them
because as you can see, we're getting some
sort of variation, but I would like to see
some darker hairs here. I'm probably going to do
something like that later on. So let's just wait
for this to finish. Oh yeah, my bad. One of the big
mistakes right here. We're not gonna be using the
plane for this first map, which is the color
and the office. So let's do one more render. Also forgot to select at the HDRI and make sure that on the visibility camera
it's turned all the way off. That way we're gonna
have transparency, perfect, this is what
we're going for. So as you can see, we have Oliver Look at this. It's beautiful look
of all the hairs. And I've been doing some research before
creating this course. One of the advantages of
using this technique, the render thing to ease us
since we're not doing bakes, the anti-aliasing is nicer, like the way things are
going to look here. It's going to be way, way, way, way nicer. This is
the Alpha channel. This is the color,
or sorry, that was the color channel, and this
is the alpha channels. You can see there's not a lot of variation, but that's fine. We can create an extra map2
to create the various, I'm gonna say File Save image. Let's go now. I'm going to save this in
the morgue ogre folder. So I'm going to call this. Merch, hair underscore diffuse. And we know that the diffusion, Let's call diffuse alpha so
that we know that it's here. And this one is very important. It's gonna be TGA target file. So we have the nice, what's the word that
nice effect right there. Now let's go for the next one. So I'm gonna select all of
the elements right here, right-click, assign
a new material. And we're gonna select our Arnold ambulate Google
material for this one, I do recommend having the
plane and I actually do recommend having the MB
doctrine for the plaintiffs. Well, it just makes
for a better effect. Just hit Render.
And there we go. Again. You can modify this
a map inside of Photoshop to make it look a little bit nicer, a
little bit cleaner. It might not be a bad idea
and I think it's quite nice. I mean, we can use other
noise, but even like having a little bit of
green every now and then, I find that it kind
of helps because it breaks up the things and it
makes it look less computery. Yeah, this one looks quite nice. The one thing that you
could change is if you want the effect like this,
a lot more contrast. Let's give it a shot. Let's just, just want,
so I'm gonna save this image right here. Let us go back to assets. Mark the ogre, and it's
going to give him work hair. This is going to be
A0 ambient occlusion. Perfect. So let's change this back to our traditional color effect. And now we're gonna go to
the, to the utility notes. That's the, that's
the next step. So again, select all of the
descriptions right here, right-click assign
a new material. And we're gonna assign
an Arnold AI utility, which is the one that
we're gonna be using. Same for the
plaintiff side of the same EIA utility to the flame. And let's go to the utility. Very important,
change this to flat. We don't want any
light information. And let's start with
the normal map. Let's go here to our baker. The normal map is actually
going to be in Roswell. So that way we're gonna get
our traditional purple color, the one that you're used to seeing in all of
your normal maps. For this to finish,
there we go look at that beautiful normal map, beautiful detailed, beautiful
tangents and stuff. So just File, Save Image, and we're gonna save this as again here on work the order. This is gonna be Merck
normal. Perfect. Let's stop this. Let's go to the same utility. That's why I loved that
utility and all because you can do a lot of maps
just from this one. Let's change this from normal
to d v serfs derivative. And that will give us
our direction map. Look at that now here's
where you're actually going to see the difference
because as you can see, the ones that are going from top to bottom look purple and the worst ones that are going from bottom to top look yellow. So there is information there. It might be very difficult
to see normally, but there is information there. And there we go. That's the
direction maps of File. Save image. And we're gonna save this image on our mercury ogre folder. And this is gonna be called
r direction, same for this. One of these has to be wrong so that the colors are working at the proper way
because this is not supposed to be any sort
of like shade the thing, its information so
very important there. Other than that,
I am going to go for the primitive not object. Was the object ID just going to give us a
random color for one? Nope, that's giving us
the random strength. I always forget which
one is object ID. Nope. Primitive ID. Yeah, there we go. Permit,
actually permitted by these not either uniform ID. There we go. The only form ID, but we do not want the plant. And this one we actually want
to keep the plane out of the equation that we get this nice gold
ocher and this one, the only reason I'm getting this one is because
I want to use these colors to vary the tones
of the hair a little bit. So it's gonna be darker gray. So some of them are
gonna be like a cleaner gray. I'm going
to stop this right here. Let's file save this image here, and this is gonna
be our object ID. There we go. Let's check our list real quick. Make sure we're not
missing anything. We've got normal,
we've got the color, we've got the Alpha, we'd get the direction we get the medication and we're
missing the roughness, which as I mentioned,
we're gonna be adding it on the on Photoshop. So let's jump into Photoshop. Let's do some so foolish
lump-sum image editing. So we have all of
our stuff ready. There we go. This is my title card that weren't they use for all of the titles. So let's bring the
diffuse Alpha. There we go. And as you
can see that diffuse, it's there on the alpha
channel right now. It's looking a little bit weird. That's actually weird. I'm not sure where
we're getting that sort of fact right there. That's really weird. Anyway. I'm just going to drag and
drop the object ID right here. Hit Enter. I'm not really
worried about that, like sort of halo that we have because it's gonna be gone. The one we do, the
Alpha, so Control Shift U. Let's rasterize this. So right-click and
then rasterize layer Control Shift viewed
too desaturated. And then we're going to
use some sort of like probably like like multiply. I think multiply
looks quite nice. So that way we get
this very nice look at that very nice gray and white variation all over the Harris. And it wouldn't be
possible without this one. I'm actually not
sure. Maybe we've got some bad information there. But as you can see,
this object ID, especially since we're
doing white and black hair. This one looks
quite, quite nice. So, yeah, that's it. I'm going to save
this real quick. Actually, let's make
sure that this together, I'm gonna hit Control
E to collapse him. And I'm just going to
Control Shift S and save this as our safety fish. Yes. Okay. Another thing we could do, by the way here on
the color section, we could add another layer. And sometimes here it
gets a little bit darker, a little bit of melanin on top. I'm going to use my brush
here like a soft round brush. And what I can do is I can paint a little bit
off the roads, especially for
instance on the, I think the goat will be little t, will be nice to have a little
bit of variation here. And we can change
the suit against some sort of like overlay or something that works like leaving linear
light looks quite nice. Of course, lower the opacity, just like a different tone. See that if you want to do
it, feel free to do this. One of the cool things about the colormap that you can do. A lot of things here
instead of Photoshop and just like create
different variations. The wonder that we were
missing was the specular map. And I'm going to show
you a nice little way to create one specular map. So I'm going to hit Control N here instead of a Photoshop, I'm going to create
a new 22 K-map. Just hit Create. Then I'm going to fill this with a black layer by pressing
X on my keyboard. I think I forgot to
activate this, sorry. So press X on the keyboard, which is going to give
me the default elements and switch them around. And then by having the
black on the background, you can press
Control and delete. And that's going to feel
your layer with black. Double-click on the
layer hit. Okay. We're gonna go into Filter Noise and we're gonna
add noise just like that. It's going to be
monochromatic noise. And you want to add quite a bit, something like this,
44% since fine. And then this noise, I'm
gonna say Filter blur. And we're gonna
do a radial blur. Now it's not ready
to rule, sorry, Filter blur, motion, blur. There we go. We're
gonna move this motion so that's 90 degrees like this. Then we're going to
really push this thing. And it's going to
treat as this sort of like banding effect. That's what we want
to have this or like a stretchy
effect on the fibers. And with this element we're gonna be able to
modify the roughness. So certain parts of the hair
are gonna be a little bit rougher and certain parts of the hair are not gonna
be asked her off. Could we create this in my ad? Definitely, there, there
must be a way to do it. I haven't really
experimented with it, but as you can see,
this one's quite nice. So this is gonna be a roughness which is just going
to bury the way that hair shines is
slightly on each of the little roots
that we have. There we go. And that's it, guys, as you can see right here, we have all of our max, we have the Amy depletion, diffuse Alpha direction,
normal roughness, and everything is
ready to be assembled. Now, we're not done
yet, of course, we're at the second
stage of the process. You guys know that we
now have to create the hair cards inside of Maya
and we need to please them. That's gonna be the
next font parts. So yeah, hang on tight
and I'll see you back on the next one. Bye bye.
16. Creating the Hair Cards: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the creation of the hair cards. So let's get to it. This is the final
answer. It's safe for you guys by the way,
so you can engage. You want to reference any of
the things that we did for this descriptions.
Feel free to do so. I'm now going to open the
original mark set of file. Let's just save this real quick, which is where the main
character was remembered. This guy, there we go. Let's change this
to untold map so we can actually see
what's going on. And here's where we're going
to be assembling the cards. Now, I'm gonna show you
a different approach now to the creation
of the cards, because as you might guess, the complexity of this map's
a little bit more complex. Another thing besides
the plane thing that we've done before. Another thing that
we can actually do is I can just create
a plane right here. This, Let's rotate
this 90 degrees. There we go. Let's turn off our grid for now. I'm going to change all of
the divisions back to one. I'm going to create
the rough shape of a card like this is what I
would imagine the car to be. I'm gonna say UV planar mapping. We're gonna planar
map this thing on the c-axis. Hit Apply. And as you can see
now the UBS of this object is going to
be a dusting right here. So we can modify this
a little bit like this. Sorry about that. The UV toolkit over here. Now what we're gonna do is of course we're
going to import a texture into that
whole plane right here. So I'm going to
select the object, assigning new material we're
just going to use, say, a basic Lambert because we just want to see the
transparency pretty much. Let's delete history
here on the color. We're gonna assign a file, and we're going to grab this
file from our assets folder, mark the ogre, and we have
our base color target. Actually that's
not, that's still a scholar for the
characteristic. There we go. That was, you can see what's
happening here is we're not actually seeing the
planes that we want. That's why the UV
shell is right here, because we're going
to move this UV shell and position it, scale it and position it
where we want this to be, which would be
right about there. So as you can see, we can
scale this in and out and make sure that we're covering as much as possible on
the original plane. So this is another way to
generate the initial cards. Now it's just a matter
of grabbing this guy. And we know we have 12345678. So I'm just gonna go here, duplicate all of the
ones that we need. And it's just a matter of
grabbing the UV shell, displacing it and modifying it, replacing where it's
supposed to go. Grab. The next one won't
goes right there. Grabbed the next one
was written out. Be careful with scaling. I was doing a little
bit of scale here, but if you scale,
the proportions of the UVs might change as well. Another thing you can
do is just grab all of these guys again and say UV planar mapping and keep
image width, height ratio. There we go. That
way, the size of the element is exactly the same. And now if we scale that, we're not actually
modifying things. So we can get this right there. We can get this right here. I know I'm scaling
this a little bit. I might need to scale
this haircut as well because it's a
little bit wider. So no big deal. Just scale down one. There we go, the other one. And the reason why I don't like doing the full plane for this one is because
as you can see, this are the sizes and everything are a little
bit different so the lines, it might not match as easily
by following this process. Now we can ensure that
everything matches a lot closer. We definitely do need to scale
these things up and down a little bit just to match the general shape that
we have here on the UBS. Well, you guys are masters of Maya, so it shouldn't
be a problem. That's a secondary one. Same thing for this one. Let's just expand a little bit. And finally, this are
the, the eyebrows. To make things a
little bit easier, we can just rotate them around and capture
the the eyebrows. Am I missing one thing?
I'm missing one. I'm just going to go up
this one, duplicate this. Does UV shell. Push it up a little bit. And there we go. Now this one would
definitely need to make a little bit bigger. And let's grab both of them, rotate them 90 degrees. That's it. As you can see now, all of
them have their proper UVs. This definitely
looked at bigger. That's the hair. This one looks a
little bit too big. I'm gonna make it smaller. We could have been
crunch it a little bit more, of course this one. So eventually work, I have to properly probably
scale them down. Now what's very important, and one of the things
that is really important is to give some divisions to the ones that are
gonna be together or at least close together. So for instance, this
three guys right here, I think we could have been
used like this two guys for some flyaway is down here. These are one of the, this will be one of those
cases where we're having it like a couple
of those guys just making them a little bit
bigger so the scale is proper, can work and this is the
beauty of Kierkegaard's. You can't recycle if this four guys are
gonna be the beard, It's very important
that we divide them and give them a
couple of flights, movement to the whole thing. So I'm gonna go here to
Modeling mesh tools, Insert Edge Loop right here, option box and select
multiple at shops. And let's do five. If you do five, we're
gonna have six divisions. So that's why I'm going
for and that way, when Thanks match and we create a little clumps, things
are gonna be better. This is gonna be two and
we're gonna do well, sorry, one, because we wouldn't
want division on the middle. There we go. Let's
divide this one as well. There we go. There we go. Let's go back to 55. We're here, let's go to
six mode. There we go. That's going to allow me to bend things because now we're
actually going to be sculpting for the
horse jump pretty much everything
stayed like white. I would say quite
flat. For this one, we're actually going to be
moving things around here. I'm gonna divide the
four on the site. And probably like
two right here. There's still against something, something cool to be
able to work with. That's it. We have our all of
our cards setup one extra thing that
we can do and we already did this under
the horse charm. I'm going to combine
everything just to make selection a
little bit easier. I'm just going to select all of the middle sections right here. I'm just gonna push them
forward a little bit. That's going to occur if
the cards just a slightly, it doesn't have to be
like superintendent. Some people even do like two divisions to
get a softer edge. I think that's a little bit
too much because the geometry definitely goes way, way higher. And for this one, I'm going
to go to the center points. He'd v, which is
my self-selection. And just push this out to kind of give this sort of
like the dome effect. It's like a little
dome on haircuts. There we go. That's
pretty much it guys. That's the creation
of our haircuts, which by the way, I'm also
gonna save the scene. Last thing we can do
is split them against. So let's hit separate though the history of racial
formation center pivot point. I'm going to call this
new group haircuts. There's no real neat. I mean, if you want to
be super organized, you can just of
course rename this. But since we're gonna be
duplicating so many times, you really don't need
to do that much. While the I'm gonna do
though, is I'm gonna start creating some
of the clumps. So I'm gonna duplicate
this guy bringing it up. Let's move the point there. Let's start creating like
a nice little clump. Control D. Oh, yeah, you know, you
guys know what, I forgot. There's one thing I forgot to
do were important, the UVC. Remember that we, if I, this guy's a little bit, now
see how the UVs are moving. We've talked about this
before on the UV mama option, make sure you preserve your BSW. We can search just
like modifying this. I know it sounds or
seems to be a little bit like not as important,
like superficial. But believe me, it's,
it's really, really, really important for
performance issue and also for the clumps that
we're gonna be creating, the tighter the hair cards are. Nicer to clumps
are going to look all of these wasted
space up here. It's gonna be a lot
easier to create nice looking clumps if we start moving
these things around. So don't, don't
underestimate this, this part of the process. My students asked me how
to deal with the fact that certain processes
from the treaty world tend to be like really, really slow and really
time-consuming. My best advice, get yourself
your favorite drink. If you're over the age of drinking and
jury in your house, like I said, as an indie artist, you can get a beer or something. But if knowledge
is literally like a nice cool soft drink, ice tea, lemon juice, oranges, whatever, Get your
favorite tunes on your Spotify play at
least or in YouTube, and just go for it, man, I know it's time-consuming. I'm not gonna do this. It has a little bit tedious
to do all of this things, but it's part of the process. That's why would
they pay us that? Actually, that's one of the
cool things that whenever I, whenever I'm working on
this kind of projects and the claim is like, Oh man, just taking a little bit longer, longer than I
thought it was like, well, it is a long process. You'll want this
to look the best. Won't give me, give me the time. Don't don't don't pressure things because he
definitely takes time. Triple AAA games, for instance, they usually take between
two to four years to make. And this is one of the
reasons why I mean, the art department definitely
takes quite a bit of time to make sure everything
looks as nice as possible. And of course, the
programming things also, also require a lot
of time to make sure things work as they are
supposed to be working. If you guys are
curious about like, how long does a
character like a, like a complete
character usually takes, like cradles from god of war. I've read an interview
that they did to corsets, which is the main artists
on that that character. And he mentioned that he
takes about four months, like for few months to three to four months to
finish the whole thing. Because it's so complex, it's
such a complex character. There's one trick that I've seen some people use for
their, her guards. I'm not gonna use it right
here, but some people like to add an extra little edge
here and create like a little hook that goes into the geometry
a little bit better. I found that that creates
some weird shadows sometimes. So that's why I
don't love using it. But I've seen used it and get
some interesting results. Maybe, maybe we'll do that for the male character later on. But for now, We're gonna
keep it simple here. By the way, guys, if
you want to skip ahead or just like move a little bit faster and feel
free to do it. I always record
every single step of the process because I want to make sure you guys are habit. This ones. We've already
done them over here. So easiest ways to
just duplicate them. And there we go. That's it. So now we can create the clumps. Let's go real quickly. I'm just going to create one
quick Columbia right here, because this is the one that
we're gonna start with. We're probably gonna
need like a couple of this and maybe one of this. Let's move the point up. There you go. I'm going
to snap it there. We're going to remove
this grid rotates or the elements a
little bit nicer. There we go. Remember
the reason why we do this clumping effect or
this clumping thing is to hide the fact
that this our cards, we want to create
like this or like triangular looking shapes or low like little
clusters of elements. Remember also to go
here to viewport and change from objects sorting
to depth appealing. That's gonna give you a
nicer and nicer effect. Because the other one, remember that we'd
sometimes get this sort of like weird effect. Cool. So now let's
just this one here. See how we get like an
empty space right there. I definitely wanted to
cover it up a little bit with the next Jaccard
always overlap them. That's important. Can rotate them a little bit. We're gonna be sculpting
a little bit of them. Very soon. There we go. This would be like one of
my clumps, not everyone. Again, this is another thing that you're gonna see
a lot in the industry. People use different techniques
in different workflows. Not everyone, those clumps, some people like
to just go ahead and use a haircuts
directly on the character. It's fine as long as
you can cover all of the little spaces that you have. So yeah, this is
pretty much it, guys. I'll see you back on
the next one where we started placing whole of this hair cards
aren't our character. Hang on tight and I'll see
you back on the next one.
17. Placing the Beard: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the placement of the beard. So let's get to it. Now. This is where we left off. We have all of our
collection of cards over here hand this
is reappeared. I do think they're a
little bit too big. Most of them, so I'm just going to scale them down that level, but I'm gonna grab
my clump here. We're going to of course, combining into a single object. And now it's time that we start playing around with
the placement. So let's bring this
clump right here. And surplus where we need to
show that seems about right. We're going to inject
it right here. So it's pretty
much like the old, like makeup artists
were movies and things where they
would literally punch holes in the characters and create the sort of thing. So here we go. Duplicate this clump, give it another go, like around here. Then duplicate this one. And go over here. Here's where the fun
begins, as I mentioned, because one of the
things we're going to start doing is we're gonna start kinda like sculpting
this beard so that it looks a little bit closer
or nicer to what we want. I'm going to select everything.
I'm going to go to F7, which is multi-component
selection. I'm going to select
any section here. I'm going to press a B,
which is soft selection. Soft selection, as you can see, will allow me to
very careful here, we've now we definitely want to turn off the preserved rubies. This will allow me to, as you can see, like
move things around, clamp a couple of
things together, create some interesting
intersections. And just like generally give the hairline like a nicer,
more interesting look. You can change the radius of the soft selection with V
and middle mouse button. If we wanted just
a small selection, we can also do it like this. For instance, all of
those corner pieces definitely want to
move them around. And always, always, always
we need to see from different sides of the character and see how things are looking. Definitely going to
need another clump. I'm gonna grab one of these
clumps. Just duplicate it. Duplicate it and
move it forward. I won't see it like
this. There we go. Maybe this clump for instance, it might be a nice idea
to kind of bring diverse. He's like forward and
background color. Again like this or like round
goat, goat effect, right? So don't, don't be
afraid of modifying things and changing the way the courts are like playing with each other, like back here. This is one of the
things we're back here. We're not going to see as much. Maybe it might just be a
matter of grabbing one clump. You're rotating them, scaling it and giving it a little
bit of a live there, but not as much like
we don't need to to really worry too much about that area because
it's gonna be really, really difficult for a player or a character to see
like this angle. Like no one's gonna
really see that angle. We're going for the
angles that we see the most like this.
I was right here. Let's take this clump, move it to the other side, rotated the other way around. Just make sure that
the connections are looking nice as possible. We go. Now we can start
grabbing some of the individual hairs like
this one right here. Let's put a point there. We can start adding
the fly away, some of the low light breakups. So I'm gonna start exploring the silhouette and
where I see that we can benefit from having
some extra kind of hairs like right there. All of those little
areas are the ones that work in the be
benefiting them, benefiting the most from. So see how there we have like a really sharp corner like
those lines right there. That's where I
would add this guys right here to break up. That sort of effect creates some interesting shadows
and kind of like faith. The fact that we have those really intense carts play around with the
scale, you're free to do. So. Again, it's pretty much
like combing a character. Now this one, for instance, like this bird you
see right here. That one looks a
little bit weird. So I'm just going to move
it around a little bit. Now here, I'm going to do
something a little bit crazy, but I can actually grab
this like the eyebrow, the iro element,
Yarborough, our card. We can use this arrow carts
to kind of break up the, the beginning of the beard,
especially like on this here. See how we get this very weird
like cuts on the planes. So we can use the hybrid cbind. This absolutely no problem doing so to create something like small little hairs
on the vase or maybe the beard is slightly
shorter on that area. And as you can see
that that helps hide the fact that we
have this transitioning to bury like hard carts
on our character. This sort called a
transition hair's not very common for me to see
this like not everyone does it because it's a
slog more expensive. And so as you can see,
a little bit more geometry that we need to add, but it definitely adds a nice level of interest
to the character. So if you can afford it,
if you're working on a project that can afford having a little bit
of extra geometry to other sort of
transition hairs. They were quite, quite nice. I'm going to grab this other
plane as well. Where is it? There we go. That one. Control D. Over here. Again, maybe we can
even turn on like let's turn on anti-aliasing and
the ambulance illusion. The milk carton is gonna really. Like shows what we're
actually seeing as well. This is a process
that you definitely want to be like playing around with a marmoset and the
Maya at the same time. So it's very common for me
when I'm doing this sort of process to have like a
marvellous at seen already. And just play around with the, with the exports like
export this thing. See how it looks,
see how it's shade, see where we need to add like a little bit more,
a little bit less. And that usually
works quite nice. Now let's add some flyaway. Fly away. I'm going to modify the bursae
is a little bit as well. Just to break up the silhouette. Let's move the
pivot point there. And then let's just snap it
to like a hair or something. I always are really,
really cool because again, they destruct or distract
the audience from looking at all of the hares that we have careful there to make sure
that things intersect. Otherwise they might
look a little bit weird. Let's create another
fly wheel over here. As you can see the amount of polygons that we're
getting now it's quiet, quiet, higher than what we
had with the horse charm. And this is something
that can't be avoided whenever you're using
or working with haircuts, even like with traditional
hair-like fibers. The performance that
you're gonna have, the performance hit
that you're gonna have is definitely going to be there. I'm gonna show you
another deformer that works quite, quite nice, which is called the bend
deformer reveals to do for, let's say we want
to have this beer go up a little bit
down here, right? So what they can do is I can grab all of the
hair cards right here, combine them into a single
object to make it easier. And then they can say bump above the form
non-linear and bent. And we know that if we
change the curvature here, this is going to bend
the whole thing. If we rotate this around, you can see how the business
is going forward down here. However, one thing
we can do is we can change the lower bound
or the high bound. And that way we're only affecting the lower
parts of the element. So see that it's giving us a
relatively smoother factors. It's making it look
a lot more natural. Kind of makes it look
like this thing is just like going a little bit
up on the character. This is the kind of thing
that really helps make sure to delete the history
after you're done. And maybe I find a little
bit too big right now, so I'm just going to make
it slightly smaller. I don't know. A little bit big. I'm not sure. We're
gonna have to see it in context with everything
else as I've mentioned, like get this into
marmoset to really see it. So yeah, as you can see, this is looking quite nice. I mean, the volume in general is reading is really nicely. Of course, with all of the maps and all the things that
we're still missing. This thing is going to look
even better here if you want. I mean, this is
going to of course, doubled the amount of polygons, but we could duplicate
this and add this to the back to kind of
cover the back area. The more cars you add, the more natural
things can look, it gives you right
there, but also the more expensive
things are gonna be. So I'm actually
going to delete it. If you want to take a habit look at the amount of
polygons that you have. Very important to
go here to display, heads up, display, and activate this thing
called poly count. Now as you can see here, when I select an object is
gonna say, okay, you have a 912
triangles on the beard, only on the beard, which I would say a nice number wherever
we're not far from, from like a game, a number. So so that's that's good. I'm gonna stop. It'd be the right here, guys. And then the next one we're
actually going to go into. Momma said real quick
because I wanted to, I do want to create
like as nice as small setup to start seeing how this thing is looking
before we keep on adding more more of our hair. So yeah, hang on tight and I'll see you back
on the next one. Bye bye.
18. Marmoset Setup: Hey guys, welcome back to
the next part of our series. As I've mentioned in the
last bead work in bringing this guy into Marla
said real quick to have a quick setup so that we can actually start seeing
how things are looking. Because usually when
you're working on mine, especially how more complex
character like this one, there might be certain
areas that you miss because Mario
isn't mine is not displaying things in
the best possible way and it's better when we
see it on the marmoset. So I'm going to open the
pharmacy real quick. Here we go. Kind of seems to me
like I move this guy. Yeah, there you go.
Wrote to him slightly. This thing got moved as well. There we go. So if you go to your
merch, the auger folder, you're going to have
the ice and the ogre grab those two FBX and just drag and drop
them into marmoset. There we go. For the eyes, which I believe Islam bird chew, if I'm going to expect you
to know it's number one. So let's just rename
this and call them ice. For the eyes. I'm actually
going to have a black color. I am going to have a metallic color and they're often is gonna
be all the way down. That way we're
going to have this very reflected looking ice. You can even change the color
here like it's too dark, just bring it a little
bit into the gray, gray zone and it's gonna be like reflective dark eyes like
from a snake or something. For the maps we have
the same I'm the same absolute I
showed you before we deal with the horse charm. So very easy to base color
goes on this one right here, which is going to be
D called the ogre. The base color. Gonna
be on the Albedo map. The normal, it's gonna
be on the normal map. Make sure to flip it to
other works properly. And then we have the roughness
of cultural metallic, which we know roughness
he's gonna be on the blue channel. Need to make sure that
this thing is turn off. There we go. We're often this is
sorry, but often this is green channel. There we go. Mental illness is blue channel, which we don't have any
Melissa, No problem. And we need to turn on
the ambient occlusion to get the occlusion in there. It's going to give
us a nice effect. And there you go. So as you can see him, I
did this for another class. Actually, I'm
recycling this asset. But yes, it's gonna be really,
really helpful for us. Over here. Very important we need to select all of the
beard right here. All of the beard,
combine it into a single object or the history personal information
center pivot. I will probably plays the
pivot point here on the, on the connection of the beard. That's easy to follow. And I'm gonna call
this older B Earth, like this one, File
Export Selection. And we're going to export
this on our assets folder. On the more debugger folder, when I call this a
beard, there we go. Now, it's just a
matter of again, drag and dropping the
beard into the scene. Which should be where is it? Okay. So something happy. Oh yeah. Now I remember what
happened to my bad. So what happened
here is remember we scaled the head of the ogre. I'm actually going to
have to re-export this. I'm just going to say
File Export Selection. I'm just going to
re-export this ogre heat. Yes, you got the eyes, his eyes. You're not gonna have
to do this by the way, the phylogeny gonna have
is gonna be already fixed. It's this one right here. So let's just re-add
the materials. There we go. And now we should be able
to add the beard back. And there we go. So now the beer that's
on the proper place. This is also for the
talk. There we go. Perfect. So now we need to
start connecting the materials here for
the, for the hair. So here lumbar Ford
is gonna be our hair. All of the hair pieces are going to have
the same material. That's fine. So let's start with our
color, Diffuse alpha. That's the Albedo map. And we're gonna go all the
way down to transparency. You guys remember, it's very
important to look at that. Already looks quite nice. Already looks quite
nice. Not bad. We don't have any big
holes or anything. That's, that's cool.
And we haven't even added any of
the other maps. Let's start with the
ambient occlusion. I always like to
start with this one. Now that I've shown
you the trick, you guys know that this
cavity map is going to really bring this thing into, into the deck that
we need to look at that now makes it really, really looked like a,
like a deep element. We're of course going
to add the normal map, which is going to break up some of the elements right there. It's going to add a little
bit of extra volume. You especially see it up here. Like on the small elements. It's quite, quite nice. And we're gonna
add the roughness. I remember the roughness
map. This one's gonna go right here
on the roughness map. This roughness map,
as you can see, what allow me to control
how rough and how the roughness happens if I
really go in close there, you can see that the
roughness has a little bit of variation and
that's what I'm, what I'm going for it we can
invert this where the way, if it's two to matter too shiny, I am going to definitely turn
on sRGB space for this one. Bird this. Because the roughness might be a little bit too intense
right now, but that's fine. Let's keep it for now. If it doesn't work, it doesn't work. And you just played
around with this one. I think this one looks a little
bit better. There we go. Now, I'm going to go
here to the reflection. Remember we changed
this to anisotropic reflection and we're gonna add the direction channel here on the direction channels
so that the hair shines, as you can see right
there on the reflection, each shines through the fibers. So we get this very nice
effect, and that's it. So now I do want to add or I do want to create a little
bit of fun light setup because right now we're
only using this a sky. If you're using homonymous with four and you
have your license, you're gonna be able to grab all of those
different elements. I really like this abandoned
house attic because it's like a dark color and we can focus syllabary, more contrasty. And here usually looks a lot better when there's like
a really high contrast. So I'm going to do a
three-point light setup Buddha with a little bit of a high contrast
effect on this one. I'm going to lower the
brightness here a little bit. And we're gonna
go to about here. Let's turn on a nice
little leaf over here. I imagine this is some sort of like probably not a
light bulb, right? But like a, like a
fire pit or something. So let's increase the intensity here a little bit. There we go. It looks interesting. And then over here maybe he is near like a magic
fountain or something. And we're gonna have
this road like a blue, blue light effect when doing hair like no, like
material development. Some people like
to keep it really standard where they can
really flat background. I always like to try and think about how this guy is
going to look in contexts. So maybe the cinematic
where he's gonna appear is going to be at 19 his
camp or something. That's why I'm going
for this sort of thing. I definitely want the hair to
be a little bit more matte. And that's it. Of course we can go here to render and turn on ray tracing, for instance, to get
some more shadows. As you can see, this thing is
going to look even deeper. Look at that amazing. It looks really cool. Look at the difference that
the ray tracing makes. No ray tracing. Ray
tracing. It's just amazing. Just amazing. It looks like it's it kind of looks like
it's a real hair, like actual fibers and
not just the cards. That's it. So right now, if I were to
say if anything is missing, we might need a little bit more volume because
as you can see, it looks kind of
like flat over here. Maybe just like an
extra layer of a clump. They are on the center. But other than that, he he looks pretty pretty cool. I think we're in
a good position, so yeah, I'm gonna stop to
be the right here guys. And then the next one
we're going to start placing more of the hair. We're probably going to go
with the eyebrows first. And then we'll jump onto onto
the final part of the hair. And yeah, I hope you guys
are enjoying it so far. I'll see you back on
the next one. Bye bye.
19. Placing the Eyebrows: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the placement of the eyebrows. Let's get to it. As you guys already
know, we have these two very nice hair
cards for the eyebrows. And this are the ones that
we're going to be using. So I'm going to duplicate them, bring them closer
to the character. And the first thing
I want to do is I want to scale them down. Very important to scale
them down to a more, let's call it
approachable size, right? So remember that the reason we created two of them
is to be able to duplicate them and
move them around. So the way I browse work, let me use my little blue
pencil new tool right here. The way eyebrows usually
work on characters is they have this
sort of like here. They have this sort of effect. They start really, really small. They get bigger. And then they kind
of like flight or go down and smaller to
the side like this. That's usually how
it goes and you can see it here under reference. If we go to our references down here, where are
they there we go. Small, long and then smaller
Ghana once we go to the end. So if you remember
eraser responsible, if you remember the the
two cars that we did, we have this one which
is gonna be the big one. I'm just going to place
it right there or I would expect it to be the boat there. I would say rotate
it a little bit. Definitely important to
bring the pivot point down and make sure that the roots are as close as
possible to the surface. The closer the roots are, the closer we can
get the rest of the surface that the
ischium is gonna be. That's why we do the
taper. By the way, some of you might be wondering,
is it really important? Can we keep it
like super, super? What's the word sharp? And then there's no
we need, we need the taper on the
under root as well. So we can create
this sort of effect. Now, don't be shy
with the amount of the amount of cards to
drink gonna be adding here. Sorry, strength to go somewhere. Don't want it to go and
play around with scale, since, for instance,
that's gonna be my first car right there. You're going to rotate
it a little bit more, get it in there. Control D, push it up, scale it up, move it around a little bit and
make sure that it is intersecting the geometry
that's important. So we don't have any like
floating hairstyle and things. So I'm gonna use
one another, one, another one of this one's
just move it around. Here we go. If you need
to go into vertex mode. And again with
self-selection just like sculpt some of
this down and silica, like a little bit of
a different effect. That's also good. I've seen some people, when they do this
sort of cards work, we'd like very few hairs, like three or four hairs per, per like eyebrow strand. And then you get
like say a bad word. But you get a lot of, a lot of card repetition. It can work. You can
definitely work. I would advice against it if your game is not
gonna be like super, super realistic,
we're going for more of a little bit of hostile
iceberg or something. You might want to keep
your polygon count down. And I'm going to bring
this one over here. And here's where the inclination is gonna start changing,
as you can see. Again, going to vertex mode. Just like wrote to them around. So we start getting this
road like fade-out effect. Look at that. Bad, not that. One more. Scale it down so we
get a little bit more like a thickness to it. I know we saw it already on mama said that the
render is definitely going to help the ambient occlusion and
the shadows and all of the maps that we've created
are definitely going to push this eyebrows
into, into another level. But again, when you see
it from the side late, what you'll want to make sure
that the silhouette that the Karski of is looking nice. So for instance, I can still see a couple of patches in there. I'm going to duplicate
this again and try to get those guys in those patches. That way that we would get it a little bit
of a different effect. That said that that looks good. Now as we've mentioned before, it's very important
to test the South. So what I'm gonna do here, since I do want to see both
sides of the eyebrows, is I'm going to Control G to
group them into a new group, shift P, that group so that
it's out of the parent. Let's call this, I. Browse like that. I'm going to shift mirror mouse, or shift mirror or
shift right-click. And we're giving you this to the x and negative
vaccines hit apply. And there we go. So now we should
have both of them on the other side that they're
so weird one over here. He tried to. Okay. Okay. So this is an important thing
when you mirror, make sure you didn't have automatic setup and said
this the costume dot 001. That way carts are not going to get pasted that they
gather anything. There we go. That looks interesting. I still feel like they're
little bit small to be honest. So instead of doing death, one thing I might
want to give a triad. Let's just duplicate
this whole thing. Bring it down. Just like get it in there. It's going to give me a way more dense weight dancer eyebrow. Today actually, I went
to see a sculpture. He said an older gentlemen. And he has, his hybrids
are really much like this. He has a really, really
thick, interesting eyebrows. I was about to ask him, Hey, could I take a picture of
your eyebrows for reference? But it was gonna be a
little bit weird, right? So for instance here, if I see there's a
couple of repetition, I'm gonna start thinning
out some of them, but adding those
extra eyebrows there, I think it really works
for that character. Now, again, let's grab
all of those points. We're going to
mirror them again. We're going to combine them. Remember, always combine, center the pivot points
that it's easy to follow and we're
gonna grab all of them, File Export Selection. Let's export them as eyebrows. Eventually we're going to export everything as a single set. So eyebrows, What's the worth a beard and everything's gonna
be the same thing, which is bringing
the eyebrows even. There we go, we
assign the material, the hair material to the
eyebrows, and look at that. Not bad, not freaking bad. Of course, let's turn off call back faces so that we see
them from both sides. And let's turn on
our ray tracing. And there you go. So it's not looking bath. But I do still think
they're a little bit small. I was hoping, especially
since we have a really, really thick beards over here. It might be a little
bit interesting or it could be
interesting to push. This would look at
that though those, those loosen look half bad. Let's say we wanted to make
them a little bit bigger. Of course, a very
important thing. We're going to go
into face mode and delete all of those phases. I think I'm just going to scale them unconstrained
to scale them. So let's center the pivot point. Let's start to scale them
up a little bit more. Play around with the
proper placement here, you can see again
on the reference that the eyebrows, I mean, this one's definitely go a
little bit lower than usual, but they're like up here, right there, up on
the eye like section. So that's kind of where
I want to have them. Let's give a Charlotte's,
let's give it a shot by duplicating this thing to
give it a lot more sickness. And let's see how this
looks on the render. Before we modify
anything further. This definitely is increasing
the poly count of course, but it might give us
a really nice effect. There we go. That looks a lot
creepier, a lot nicer. Let's grab both of them. Just like the Moran a little bit to make sure that they're intersecting
in the best possible way. See how here things
are not intersecting. Again, you can
play, you can press F7 to select a multi-component. It's still a little bit of soft selection just to get this things as
close as possible. We want the roots to,
to really be there. That's going to make
them look a lot nicer. Yeah, yeah, I like that. Evil, evil looking
eyebrows. Cool. If we have two of them.
So again, combine them. Shift middle mouse or
shift right-click mirror. And we mirror on the
world and negative axis. As you can see, we have almost 2 thousand
for the eyebrows. And it is expected because
as I've mentioned, the eyebrows are gonna be
like smaller and smaller. And therefore we need
probably way more, where more points,
way more points. So what am I doing here? Let's get those fees. Pencil. Go to my, there we go. So say real quick. So like this guy File
Export Selection and we're going to export
this as eyebrows again. Now the cool thing is, since we've already
export of them, as you can see, they're
gonna be right here. Just bring this in the air. Now that's where
we're talking about. Look at that beautiful, beautiful adverts now those
definitely looked like evil, evil guy, higher brows. As you can see, it's just a
matter of trial and error. That's why it's
very important to have either Unreal Engine, which we're gonna be seeing
on the next chapter, or a mama said in this case, open so that we can visualize how all of these
guys are gonna be looking. The bearded is looking great. The eyebrows are
looking great as well. Now it's time to work
on the actual hair. Down here. I do
think the color is a little bit darker than I
thought it was gonna be. Maybe we can tweak
the color later on, but for now I think it
looks quite, quite nice. So that's it for now, guys. I'll see you back
on the next one. Bye bye.
20. Placing the Hair: Hey guys, welcome back. In the next part of our
series today we're going to continue with the
placement of the hair. We're almost done with this
project, with this chapter. And that was just a matter of using the big haircuts
that we have down here to start adding some of the hair back here
on the character. As you guys remember, he will have our mommas had seen I did a small little tweaks yesterday before
closing for today. And as you can see, it is
looking quite, quite nice. I think I lowered
the intensity here. And the lightning information is really important
because a lot of people think that hair looks good on every single light situation. And there are certain
lighting situations we're here won't look as good. Um, it should look
pretty decent anyway, but there will be definitely
be times where it looks really good and other times it doesn't look
as nice right now, for instance, I don't
have ray tracing turn on. When I turn it on, of course, there's gonna make
it look even better. One thing I'd like to do
here in Markman said, and I think we did that
for the horse charm AS on the sky options. I like to change this
back to color and that way we can have
just a basic color. Sometimes I go for
like a nice dark gray. And that way you can appreciate the hair
a little bit more without having to be distracted by that, by the background. Yeah, let's, let's start
off ray tracing for now to save a little
bit of resources and let's jump into Maya. So before we start placing, we definitely have
to have an idea of where to have our hair. So I'm going to use my
little pencil right here. And I'm thinking about
having some links strands going over here and then
some here on the back. And that's pretty much it. I want to keep everything else
like pretty, pretty clean. I just wanted him
to look like an old, creepy, creepy ogre. The best advice I can give you guys a when placing
big chunks of here because right now we
focused on small things like the beard or small
things like the arrows. Now we're gonna talk
about big areas. The best thing I
can tell you all, the best advice I
can give you guys is try to do things in such a way that you start working from the big
areas to the small areas. Because one of the
most common mistakes with hair guards,
people's pain in a way, way too much time trying
to make certain areas work when it's not really necessary to
spend as much time. So for instance, I'm
gonna start with a really nice big chunk
of hair right here. As you can see, I'm not
using clusters right now or any sort of chunks. I'm just gonna go
straight with that, with the haircuts and
with soft selection, I'm just going to start
pushing and pulling them to create a nice
effect over here. Something like this. Would definitely
want to bring the, the points as close
as possible to the war they're there if we
need to scale them down, just like modify them and just like generally
most things around, feel free to do so. We want that transition of the hair into the element
to be as clean as possible. Here we can of course, support ourselves with some of the other hair cards
such as this one. For instance, I can just use this nice little like
rough hair patch and add it here on the side. This one's gonna
be sitting here on top of the previous one, probably following a
very similar direction. We can blend this guys together. Self-selection is gonna be one of your best tools right here, because as you can see,
we get some really, really cool deformations that allow us to blend
things in a better way. There we go. One of the best that they can
give you as well, guys, is you are going
to be working with characters with both sides
very, very commonly. Now, if you take a look at the character
from the front view, all of this center area like
this parcel right here, you usually want to keep them. We'd like go hand play
scarves like no symmetry. But once you hit about here, I would say like above
the ear distance, you can start like mirroring things and that's
gonna save a lot of time and it's gonna make it
a lot easier to work with. So let me use one
more of this ones. I think I'm going to
create a nice little chunk over here, snap it. The hair of course
goes from long or from short to longer
and longer and longer. So as you can see,
we can use this, this hair guard here to mask out a little bit
of data February there. Now see those empty
spaces that we get there. That's the cost of
that we want to definitely like try and cover. If we need to think,
I'm going to, again, as I've mentioned, grid a
little bit of a chunk here. Hide that, that effect. There we go. That looks a lot nicer careful with the points like
this guy right here. Let's do a little bit
of soft selection. Just like push it in. Because we don't want things to be just like flying around like that once you
have that one's kind of like flying around. So let's push this in. We can keep it, keep it up. Of course. It sits on
top of the elements, but we want to create
this very nice effect. And again, you always want to be analyzing the silhouette
seen where you have empty spots like
they're filling them in. So for instance, we also
have this other one, this one of the
big chunks, right? So let me get a
little bit smaller. Let's move the
pivot point there. Unless use this one. The lobe of a different angle, as you can see right there. To kind of blend these
things together. There we go. I'm going to use the vertex. And again, self-selection. Just give you a little
bit of curvature. Some people like
to sub-divide the planes a little bit
more before the export. And the subdivision
will definitely help fix all of this issues. Where things are looking
a little bit to, where we see this sort
of like holds and stuff. However, it will also increase your resolution
dramatically. So be careful with that. It's not a bad technique, but it will definitely
make things a lot denser. There we go. So again, when I see
it from the front, like if this is the main view that we're gonna see that
that looks pretty cool. We still have a couple
of things there, which I can probably use. This section right here. Like one of those guys. Just block that area. There it goes. You
have I just like literally placing
this guy right here. Wait, we break that stuff
and now it's not as obvious. Of course we need to
grab some of this points to His them around
and get them in there. But now when we see
it from the front, it's a lot more difficult
to notice the effect. And I know that we're
gonna have the shadows and everything like
there's a lot of things that we're still
missing that are going to definitely
help the hair. I really liked this one. I definitely want
to continue it, but I don't want to
do as much work. Remember we, as artists,
we tend to be practical. And some people
say it's laziness, but that's more
about practicality. So I'm just going to grab
all of those guys I'm gonna combining into
a single object, move the pivot point up here. And let's just recycle
this chunk, right? Because once we started like a rotating the chunk, as
you can see right here, people aren't really going
to know this, that this is, say, this is the same here. We get it right there,
and there we go. That looks pretty, pretty cool. Again when you see
it from the back. We're not worrying about all of these parts down here
because we can just, just as hair and all of the layers that we've
created so far, they should be good enough to create all of the transitions. Now of course, this part right here looks a
little bit bald. So we need to it a little bit. That's where some of our
other cards come into play. So I'm gonna grab this one. Again, control D multiple point. They're just snap it
there and rotate it. Scale it down, of course. Just play around. Let's move to vertex
a little bit. So it kind of falls
off for this one. So I'm gonna go into
vertex mode and just kind of like give a little
bit of rotation to the hair. That way. It kind of seems
like it's flowing down. It's very like animals, like horses and pigs and
cows and the farm animals. They usually have a
very coarse here. I'm kinda getting something like that from this
character as well. This course here. Very important to try to intersect this
with the geometry. Just going to give us a
little bit more realism. Again, just looking
for those sort of like a blind spots
that I might have. I'm gonna grab the chunk again. I think we can get
away with one more, one more leg duplication
here on the chunk. Now, we again save
a little bit of time on the overall process. Now of course, if you
want to be super, super, super precise and super
unique about the hair, you're gonna be doing
this a lot more manually. But most of the times, especially for
characters like this, if this is gonna be like a secondary character
or something, this is more than enough,
as you can see right here. Look at this like all
of the back part here of his hair is looking
pretty, pretty, pretty cool. I'm going to grab
all of these chunks, like all of this section. I am going to combine
it and I'm going to mirror it to the other side. So x positive in this
case heat apply this. As you can see, it's
quite a bit of triangles. 960, it's not a lot, a lot, a lot, but it
says it's quite a bit. And that gives us a very nice here for the
character back here. Now here's the
important part of that. I've mentioned this
section right here, since it's a section
that we're gonna be seeing the symmetry
a little bit more. This is a section
that I strongly, strongly recommend that
we keep us unique. You don't want to do a symmetry because then
symmetries is really, really easy to visualize. This is a trick I
learned so many years ago from a character artist
was working at Riot. League of Legends. I always
mentioned this character. There's this character
called Edinger, probably stalking me and arcane. Back in the day they
were doing a re rework. It was one of the first
reworks that they did when they were like, well, recreating the
characters for the game. And he showed those the original ZBrush sculpt
of Heinrich Schenker, this one right here, I think. Yeah, there you go. You
can actually see it was a user group meeting
back in 2013. Oh my God, so long
ago, nine years ago, he was explained that one of the approaches that
they follow when they were doing this guy was the fact
that the center of the hair, which is more
symmetrical or it's more easy to see the symmetry
was done asymmetrically, but all of the other side heads, you can see this one right
here and this one right here. There are very similar all of
the sites parts of the hair would be done symmetrically
to save time. That's the exact same
concept I'm trying to give you guys here. For instance, here
I'm gonna bring this guy right there to the center of the head
is gonna be like that. Like that, sort of like
V-shaped that some people have. I'm going to push some
of these guys back. Let's get them in there. You could use soft
selection or you can also use the forums. You can go here into
the form non-linear. Do a bend and push the
curvature only on the, on the high bound right there. The lower bound. I'm going
to push the load button. I'm gonna rotate this thing
around as you can see there. That's gonna give me a
nice looking distortion. Maybe a little bit of
high bound as well. Now, actually low BUN
was looking good. Let's lower bound and we need to make sure that this
line is facing down. We delete history. Now, we can just rotate
this around like this. Probably not as much. There we go. Of course we can use
vertices and soft selection to give this guy a little bit
of a more interesting look. Careful with a scale. For instance, I think
this here is looking a little bit big here. So you need to be, I need
to be mindful differences. They're having this
here go back in, in space in a
different direction. I think that kind
of helps give us a nice little asymmetrical
look over there. The yellows just start using
some of this other pieces. Let me duplicate this
one. There we go. Start using some of
this other pieces to create the basis. So as you can see, I'm using
the big chunks of here, the big ones to create
the base down here. And then on top of it I'm
reusing some of the beard wants to generate the breakup
that we might need. That way we don't need to spend as much resources
like a Cohn-Bendit, the top here, here we go. I might even grab one
of these ones again and just bring it back here. Because I've had some students that worry too much
about placing the hair. And they want the
hair to be like all of the layers that you will normally have on a human head. For games that, that's really not necessary as long
as the hair looks cool and injure covering most of the areas, you should be good. Let's do one more. Here.
There we go. That looks cool. This one's, for instance,
I am really tempted to do a smooth, just
a single smooth. And the smoother wool make
it look a little bit nicer. Now again, using
this one right here, we need to start batching
up some of the chunks. We don't see the holes as much. We go. One more over here. Now that we have the vase of the hair or most of
the basic hair here. We can start working on the on this breakup
because as you can see, the cards are getting as this
horrible, horrible effect. Here's where this guy's coming
into place like the big, the big chunks,
which by the way, we can still scale
and move around. Don't, don't think that just because we build the cards in a certain way that we were supposed to always
keep them like that. You're always always
free to modify things. There we go. That's going to really help break up the
surface right there. Again, blend, blend the
hair together into, into this nice chunks. The fact that we're
doing this asymmetrical, even though it's
very symmetrical, like I'm having almost
the same amount of cards on one
side or the other. But the fact that
the rotations and everything are not
exactly the same. That's the kind of stuff
that really helps sell. The fact that this
guy is going to be slightly more special. It takes time, it takes
time and patience. So don't don't rush this. There will be my one of my
advices for this thing. Don't, don't rush it
because if you're Russia than Thanks, Good. Started looking a
little bit ugly. Let's grab this one right here. We're going to start adding
this interesting strands. Gonna be kind of
like flyaway is not exactly Flyways was just like, again to break up the surface here on the borders of the hair. Especially on this like big
car that we have there, which is the main
cart of the head, would definitely
want to, definitely want to add a little
bit variation. So it's not just straight
here, like everywhere, right? So see how those little hairs they're really break up the surface. Maybe a
little bit bigger. We go I forgot to move
the pivot point there. Even if even if those aren't flying a little bit more
than the other ones, I think that's fine. Because again, they kind of help shield the fact
that we have all of this thick hairs that break the surface
quite, quite nicely. And as we've mentioned before, whenever we wouldn't get to know if this is working
or not working, we take this into, into
marmoset to take a look, right? So we still need to do a
little bit of trial and error. Now remember the breakpoints
that I mentioned, like how we can use this
guys right here as a really, really small like here, right here in the border. This is a technique that
I saw a couple of years ago and it's really,
really good. It might not seem like much. But just like adding this like little hairs on
the roots of the, of the hair really
help blend together. It's kind of like a
masking the fact that the big roots are
there, See that? So this is just a small hairs that high the fact
that that's where the cards are being born. And the little shadow, the little occlusion
that this guy skip, it really adds up. It really adds up to the
whole the whole process. There we go. I'm going to freeze transformation and I'm
gonna say minus one on next so that we flip it
to the other side and the direction is reversed. We're going to use
it right over here. Over here. It seems like they're not doing anything or they are not
contributing as much, but believe me, they really do make a change on the batter. Might not seem like much,
but it's quite helpful. There we go. Our hair is looking
quite, quite nice. Now, the test, the final
tests before we jump onto, onto the final video
for this chapter, I'm going to grab everything
here if you want to keep it. This is another tip that I
keep some of my students. If you want to keep
it, you can group this whole thing and then
duplicate this group, hide this one, call
this hair placement. And that way if you
need to modify things, you can just go there or you can just combine and recombine.
It's just a jury. I have a lot of notes. And then this one, the one
that we just duplicate it. Now this one is the
one that we combine. Always make sure to
delete the history when you combine in separate, because you get a
lot of transform, transform notes that
are really well, they, they contaminate
the scene. There's a lot of information
on the scene and it's sometimes makes it really
difficult to work with. Over there we go. So we're going to file,
export this thing out. We're going to export this into our assets folders. Of course. Let's call this hair. We already have the eyebrows, the beard, and everything else. So let's go here. File import model. We import the hair. There we go. We remember to turn off
for the hair geometry, turn off callback phases so
we can see the back part. And then we just assign the
color and look at that. Not bad, not bad. As you can see, those are
the small hairs and I know I mentioned that it doesn't
seem like they're doing much, but that will just break up on the silhouette really
helps the whole thing. I might add a couple
of them over here, but yeah, just look at how
amazing this thing looks. Completely different characters. This is one of the
other things about, about what's the word
about like hair and stuff. Let's create a folder
here and there we go. So the thing about here is it really changes the
character a lot to hear. It influences quite a bit in
how we perceive characters. So this is just like a
traditional org and now, but just I didn't
hear, he looks like the shamans were one of the
leaders or I don't know. It's just one of
those things that makes characters pop out more. And here is really, really important for the characterization
of the character. Now, if we take a look
at the poly counts, Let's just quickly review that. As you can see,
it's not that much. We're only at 5 thousand, almost 5 thousand triangles
for the whole hair. So it's really, really
well optimized. As you can see, we're getting a really, really cool result. Here. I can move the light around with
shift and middle mouse. And as you can see, we've got a really nice effect and we don't even have
ray tracing turn on. Once we turn it
on, their hair is gonna look even better because there's more realistic shadows and more and more
realistic effect. Yeah, this is it
for this one guys, I'm gonna have one more video
for just some final tweaks. And there's a couple of color things that
I want to change and then we'll be back
for the final one. So hang on tight and see
you back on the next one. Bye bye.
21. Hair Color: Hey guys, welcome back to the
next part of our chapter. This is the final chapter
or its financial. To find out this video
in this chapter, we're gonna be taking a
look at the hair color. Now there's two things
I want to talk about. So if we jump onto the render and we take a look at the
character of the hair. Looks pretty cool. I do think it's a little bit like a grayer than I
thought it was gonna be. I want it to be a little bit
more like a white color. So the first thing we're gonna modify is
the color itself. As you can see, we have
the texture right here. Easiest way Control L, which is our levels. And then just push
this out a little bit more like push the
white color out like this. But they definitely
do want to add a little bit of darker color on the roots to give it
a little bit more shallow in more depth
on a new layer, as we've mentioned before, one thing I can do
is I can just grab a soft round paint like
the roots of the hair. All of the hair. So
all of the routes. We can also do this with
the ramp as we did in Maya. But I'm going to show
you here and then just play around with the
opacity a little bit. One thing I do
recommend is going into the eraser and then changing your brush
to something that's a little bit more interesting. For instance, analyte this
chunky charcoal thing, as you can see if we erase. Now, let's go into
the eraser. Sorry. Let's grab that charcoal thing. We can. Why is it doing that? That's really weird. On the tree of the
charcoal is only a paintbrush counts seems like it. One Kyler eraser, natural
brush. There we go. What we can do is we can
add just a little bit of noise on the edges of the hair that it's
not always so uniform. I know that. Sorry it right now it
looks really ugly. I'll show you a nice
little trick in just a second and just
erase some of this. And now I'm gonna
go Filter Blur, Gaussian Blur and blurred
the **** out of this, as you can see right there. So now we're gonna have a
nice little dark random root. And if we save this again
and just as a target file, Let's do a Control Shift as you're going
to have this one. By the way, you didn't have to do this if
you don't want to. But this will give us a little
bit of a different effect. There we go. That's more like it because you can see we've got this nice dark route and then we have a nicer like a wider
effect that down there. So it makes him look
a little bit older, which is what I was going
for with this character. Now, the other thing that I did not do on the original textures, and I want to show you
how to do it right here, even if you don't have
access to this file, I just want to show
you how it can work. Is a wind that we are planning this or a thing where
the hair is gonna be ensuring usually the follicles leave a little bit of pigment,
a little bit of color. Right now as you can see, there's no color,
there's no pigment. And having that sort of pigment
onto texture right here can really help out blend the hair with the
rest of the character. So I'm going to create
a new layer right here. Very easy to layer, color layer. We don't need to play with
wrongness or anything. I'm just going to select
a dark color like this. I'm going to right-click add the black mask here
instead of substance. Again, this is a file that is not included on your folder. I'm just gonna I'm just gonna, I'm just showing it so that you guys know World
War, what we're doing. I'm going to turn on
symmetry right here. I'm just going to start painting where I would expect
the follicles to be, which is all of this area, this or like darker effect
on the, on the hair. It's gonna be a
really, really good to blend all of the hair
that we have here. That way, if we see a little
bit through the hair, through all of the strands
that we have on our elements. We're not going to see just the orange skin and we're gonna see a darker, shadowy,
shadowy area. And that's going to
make it blend a lot, lot more. Let's
keep pushing here. As you can see, I'm not
doing a flat color, I'm doing this or
like blend with, with little dots and stuff. Because this is going
to give me a way, way better effect
forward what I want. We could also do a
little bit here on the, on the eyebrows, just a little
bit on the beard as well. Down here, all of this buret, we can do a little
bit of this blending. It's kind of like
again, like painting the follicles of the character. You've probably seen this when the character loses
its hair on the game or something you see
like it's painted like a Catholic, a haircut. Very, very common to
do this district. We go. Now one thing I'd like to do is I
like to add a filter. And again, blur this
things a little bit. It looks more like a
shadowy effect rather than, than just the thoughts,
I'm gonna set this to 0.3. And that's it. So let me save my
follower quick. And when you are exporting
from substance, I mean, this is something that we
covered in other places, but we can just export
the textures here. There we go. Just export. Let me open up the directory. This is the original output. I'm just going to
Control C disguise. And again, you don't have
to worry about this. I'm just showing you because I wanted to make
sure that you guys have all of the information. I'm just gonna copy
and paste this right here, replace them. This should replace
an enormous hit. And as you can see now, we have this nice little
dark color over there again, if I turn this off, you can
see that the color is there. If you need to make it a
little bit more intense, feel free to do so. But that can thing, that
extra little punch really, really helps give the depth or the proper depth
to the character. So there we go. One final thing
that I want to show you guys really quick, it's a turntable to showcase all of this amazing thing
that we've done so far. Let me get the brightness
down a little bit. There we go, a little
bit more cinematic. I'm going to go into this slide and just increase the
brightness a little bit more, maybe the distance so the shadows are a
little bit softer. There we go. And now what I'm gonna do is
I'm going to go into seen at object and I'm going
to add a turntable. Then down here on the turntable, I'm gonna place at
the two lights, lighter one and light to
their inside the turntable. Now, if I go to the
Animation section, I can play this and the lights
are going to move around. And as you can see,
we're gonna get a really nice representation of how the hair looks
throughout this whole thing. If I pause it, the
what's the word? The the GI the GI, sorry, the ray tracing
will take on it kick in because it doesn't work
when this thing explaining. But if you render this out, you will get the final,
the final element. Now, you could
also bringing the, let's say we bring
the lights out of the scene. Brings him out. There we go and we
can bring the ogre at the eyes and the group, which is a hair
Internet turntable. And now what's going to rotate? It's going to be those guys. The only problem is that
there's, of course no back here. So it's gonna look
really, really wonky. It depends on how you want
to present your work. But as you can see,
this looks pretty, pretty good if you've
made it this far, guys, if you've finished
this first project, the ogre project,
then congratulations. Bulimia is not asked ECSC, the mice seem tricky.
It takes time. I know I sometimes might
make it look a little bit easier or just like
very straightforward, but you need to practice
it, you need to do it. You need to make sure
that everything is as following in the way
that you wanted to work. And just keep pushing,
keep pushing. Follow the instructions
that we've seen so far. And yeah, that's pretty much it. Now for the next videos, for the next chapter,
we're actually going to be leaving mama said behind. And we're gonna take a
look at the setup that we have four here inside
of Unreal Engine. So make sure to download
Unreal Engine five, which is the version that
we're gonna be using. I'll be explaining a couple
of more things about the files that
you're going to need in the next couple of beavers? Yep. Thank you so far, guys. I'll see you back
on the next one. Bye bye.
22. Unreal Overview: Hey guys, welcome back to
the next part of our series. We're going to continue
with chapter three and it's time that we started looking
at our Unreal Engine. Unreal Engine is one of the biggest game engines out there. It's available for free
for anyone to download. I'm going to explain how
to do so in just a second. But before we jump there, this is a chapter I
really want to focus on talking about the theory
behind what's going on here. On real has been the pioneer in photo realism for games
for last couple of years. They're not the only ones. Of course there's
other students and other engines that tried
to do the same thing. But the real has been creating some amazing, amazing stuffs. And a couple years ago
they launched a game, some of you might
remember called paragon. In paragon, they were
trying to compete with League of Legends and
the dough and stuff. And they created this mobile
game for Unreal Engine five. Now our real an Epic, they have something really
interesting that they'll not know what other
people think about. They're not really a
game company there, another game studio
there, an energy company. Their main focus is to
create games or create content that people
are going to feel inspired bad by the, by the engine or juicy
engine and they, they then can collect
their royalties from that. So paragon was never meant to be like the League of Legends killer or
anything like that. It was meant to be
a showcase award was possible to create
with the engine. They created this amazing looking characters for the game, this super realistic characters, this major and stuff. They're just amazing,
great characters. Now, the game
eventually collapse. No one played that anymore. And not only did they
cancel the game, they give you the week for free. If you go into the
marketplace on the Epic Games and you
look for a paragon. Right here. You're gonna find all of the different characters that
they created for paragon, the Orcs, the girls, the aliens, the
robots, everyone. You can download the characters, import them into your project, use them for your own projects. You can create the game
with this characters and it's within their terms
of service, I believe. But the most important thing
that the one that I find the most interesting for us as people who want
to learn more about the pipeline is that we can actually study
the characters. We can study what they did to create this amazing
looking elements. If you start diving into this, you're gonna find the
Baghdad real engine for. They use this thing called the
photo-realistic character. And the photo-realistic
character is made out of several shaders that they're specifically designed to get you the best
possible result. We have a specific ski shader with the maps that
you're supposed to get? We have a specific
specific hair shader, again, sorry, with the maps
that you're supposed to get. Here's the comparisons
and stuff. All of this is on
documentation, by the way, on 4.27, which was latest
release for Unreal Engine four. This is the cap that
we talked about before with the ogre. Of course it's a little
bit more complete. All of the planes, the maps, we've already know
how to bake all of these maps that
diffuse the APA. Look at how many
pieces they have. 1234567891011121313 pieces. So as you can see, it's
not uncommon to have a lot of cards per each strand
are pretty texture sets. This is where things get
a little bit tricky. This is the hair shade
or did they create her? However, it's not clear and I did a lot of research to try and explain this to you guys in the best possible way. But it's not clear how all of this maps get into
this one right here. The reason, one
of the reasons is they actually built a really, really, really complex hair shader to generally like
a super nice effect. The hair shader we're
gonna be seeing throughout this chapter is one
that's really useful. It's gonna give you a Mason results that what you're
seeing right here. But let me tell you,
it's really expensive, extremely expensive in
regards to performance. So if you're trying to do a like a mobile game or something, this is not something
that you'll want on your game because it's
just not gonna work, okay? It's, it's a really,
really complex shader, but as you can see, you can get some amazing results, amazing,
amazing result. This is the flow map. We already know how to do this one
as well as the direction. Now, how do we
access that shader? Because it's not something
that you just click, right-click and
create the shader. It's actually kind
of like hidden. If you go here to
the learn section, I'm sorry to the yet
the learn section. And you scroll all
the way down here, you're going to find this
character right here. This digital human. This digital human is a scene where it has
all of this information or all of the information
that you will normally need to setup a realistic human. It's this demo like
this character, you're a senior here,
you can see how they build this guy right here. Now, if you go to your library, you're gonna, you're gonna go
here to again to the learn. You're going to click this guy. You're gonna say by or
download the whatever. It's going to give you the
option to create a project. And even if you don't have
the actual project itself, don't worry, or the diversion, you don't need to
downgrade the version, as you can see right
here, I actually just a, I open the project
and the way to, when I tried to
open the project, it asks me which kind of
element I wanted to use. In this case, it's this
one, the five points here. If I double-click this guy
and we open the project, we're gonna be able
to take a look at how they handle the
whole hair creation. And again, as I
mentioned before, it's really complex shader. I, I'm not well-prepared
enough in a real to be able to explain to you all of the different
things that they did. But I can show you the
workflow to utilize the shader acid-base to
create our characters. So we're gonna be
using this project. Very important for
you to download this digital human project. Because we're gonna be using it. As you can see, we're using it. We don't really engine five, which is gonna give
us some other tools. But other than that,
the shaders should be working pretty, pretty
much the same way. So this is the scene,
as you can see, this is I don't know if this
guy has a name or what. We look at the hair. It just looks amazing. It looks really, really cool
and we'd like the shininess, the scattered the shadows,
everything looks really cool. These are all hair guards in
might not look like them, but they're all hair carts there right now using
a specific element. Now, if we go here, I like going to the
characters and go to this shared. Shared. Where was it? Maps? There we go. This is that the
digital human map, as you can see,
there's little human. So I'm going to go
to this simple bust. Real quick. There we go. This is the
character from paragon. This is the character in a
work seriously right now, the exposure is a
little bit too intense, but that way we can really see how the Harris as behaving. And you can see it looks pretty, pretty nice now, this is one of the things that I've
mentioned before, depending on the lighting
scenario of your shot, of your game, of everything, though here is going to
look slightly different. That's why it's very
important to start tweaking and seeing how
things are looking inside of your engines before just like exporting everything because you might need to change
a couple of things. Here I'm gonna go to, there's an option for the, I think this one's
a little bit too overexposed. There we go. I turn off here on
perspective or sorry, LET, I changed this game
settings and turn off or down D, the exposure. That way we can find a nice, a nice badly That's
not overexposed and we can appreciate the hair a
lot nicer look at that. Amazing. So if you click this character
and you go down here, you're gonna see all
of the materials that were assigned
to this character. And you can see that
we have the eyelashes, that's a specific material. We're gonna talk about
eyelashes as well. We'll have the eyes
appear, line everything. And then we have this Herat bus diffuse,
diffuse instance. I'm going to click this
little button right here. We're just going to browse to it and you're going to
see that it's right here, instead the bust materials and instead the
materials section. We have this here,
bus diffuse instance. If I double-click this one, we're gonna get this. And this is the actual shader. You can see the hair cars
they're doing their job. They might not
look great on this like a sphere on this demo, but this are the haircuts. Look at the color. Remember
how I mentioned that they do like some crazy
stuff with a color. And as you can see,
something's really, really interesting
is that we're not going to be controlling
the shader, like where we are, how we did it on mama said it's actually going to
be with parameters, brightness robin is a scattered. All of these
parameters that we're gonna be talking about later on. Here is where we're gonna
be inputting detectors. As you can see, this
material right here is expecting to receive
amount of textures, in this case five, it's
expecting to receive the Alpha, the depth, the hair, their roots in the hair ID. Remember the ID, the object
that either we talked about. It's not expecting to
receive the normal map. We're not going to be
using a normal map. It's not expecting to
receive a curvature map. We're not going to be
using the curvature habits using different maps together. Pretty much the
same result that we have in the environment. Now, this one right here is an instance you can see
there under naming says MI, hair boss diffuse instance. Instance means that it's
not the original material, rather like a copy
of the material. The original one is this
one, but even this one, this MI hair bus, it's also a material instance. What we need is we
actually need to go to the original material. How do we access the
original material to see how they
built everything? Because right now we
only seen parameters. We're only seeing all
of the things that they used to create everything, but we're not actually
seeing the material itself. Well, if you double-click on that material, you're
gonna go here. Down to the very bottom. You're gonna find this parent, and this is the one
that we're going for the hair sheet
Underscore Master to. If we again browse to the asset, this is where we're gonna
fight hair sheep mastered. This is not an instance. This is the original
material and be prepared because this is
gonna be quite mind-blowing. This is the material, all of the attributes that we see
in all of the information. This is the construction
of the material. It's insane, insane,
as I'd mentioned, this is super, super,
super complex. And it's just, it's just
too much like again, I'm not qualified enough
in a real engine for it to even begin to explain
wall of this things do, I can kind of give you an idea, as you can see, here's
the color notes. So it's doing some colors. It's grabbing some parameters, instead of using a
texture is creating some parameters so
that you can change the color of the hair without needing to
go into Photoshop. Here is if we're using
textures for color, the Sadler that we get there. So a lot of things variation, backlight occlusion, PDO, I didn't even know what PDL pixel depth off
said, There we go. That's what it stands for. So the movement, a
little bit of movement, an adult woman's, the depth. Here's where we're
gonna be using the depth channel to blend
them together, the tangents. So there's a direction
map right here. So yeah, as you can see, it's really, really complex. But here's the cool thing. Sometimes we as artists, if we're not in the
programming, settle things. The only thing we need
to make sure is that our workflow will work about to be creating
the hairstyle. Everything work nicely with
this thing right here. So as long as we can utilize
all of this information and feed it the maps that we were gonna be creating
and make it look good, then we're perfectly fine. Yeah, this is pretty much it. So this is the
material that we need, essentially what we're gonna
do instead of the scene, we're gonna create a new and we're gonna be using
this scene by the way, like with all of this
lamps and stuff. These are just like
normal spotlights, very similar to what we
did in the pharmacy. As you can see, that's
one spotlight here. Once wildlife here,
once wildlife here, we have a little bit of the
skylight to feeling all of the shadows and our
cinematic camera over here. You're free by the way, if you want to try something else like this bust outdoors, let
me open a real quick, as you can see, as
long as soon as the shaders work a
little bit better, you're going to see how
everything looks nicer. If you want to play or do it in any of the other scenes,
you're free to do so. But this is the project
that we're gonna be using. We're gonna be building
both of her characters, the male character and the female character
inside of this, of this break,
that's why it's very important to get this one. Now you might be
confused because I was confused while
preparing this class. Like, why can't we
grab, for instance, the Meta human one right here. On the Learn channel. We had the metal humans, which if you have heard about them during the evolution
of the project. That's why this one is
now on the legacy samples because it's not that it's not working anymore as you can see that
it is working. But now they're trying to push for even better technology. Maybe humans, we'll, we'll
talk about this later. But the way they handle here, it's a lot different
than haircuts and it's a lot more
expensive as well. So it's not as easy to get
into matter human into a game. I mean, it's easy
to get into a game, but make it perform well, might be a little bit tricky. So I don't want to
save any changes. There we go. So this is the outer
edge or the exterior. Let's go here and turn
on game settings again. So this will be the exposure to they're
expecting us to see. And as you can see
the lightning, we'll change the way your hair looks like This
doesn't look bad, but it doesn't look as
good as the cinematic. So it's very common for hair to look a little bit weird in a
certain lightning scenarios. We also have this
one, the Siena bust, which is a little bit more, should be a little
bit more cinematic. Whereas there we go. Do they change anything here? That's weird. Anyway, I'm gonna be
using the simple bust. I really liked this scene. It's really standard, very
similar to what we have. We can later change
the intensity or the colors of the
lights and we're gonna be able to
appreciate the hair. Really, really cool scenario. So, yeah, that's it guys. Now, I am gonna be
doing one of them well before we jump onto
our male character. And that is I'm going to
show you how to bringing the maps that we did for the
ORC and for the auger sorry. And the and get him ready
hearing from real engine? Yeah. Hang on tight. And I'll see you back on the next one. Bye.
23. Unreal Setup: Hey guys, welcome back to
the next part of our series. So before we jump onto
the creation of all of the haircuts that we saw
in the previous chapters. It is important that we set
up our scene so that we can start comparing things in
the best possible way. I'm going to show you how
to manually set this up inside of this scene right
here, which is a simple boss. First of all, I'm
going to right-click this and I'm going to duplicate the scene and I'm gonna call
this key fleeing or render. I have repair another
character for you. This is another one that I worked in one of the
classes that I teach. I named him Sam Ross. Sam rose is the name
of this sandwich. Sarah most has the name
of this stiffening. And in your asset folders
you're gonna find a d t fleeing different eyes and then
two sets of textures. One for this one
is called to SG, and then this one
is called three. S21 is for the horns
and the other one is for the body itself. Down here, It's very important. I'm going to create a new
folder called Sam Ross. His name is almost
like Sam rose more. I'm gonna call him Sam Ross. Summer also the team fleeing. We're gonna have this
folder right here. There's two ways
in which you can import things into
your real folder. First of all, drag and drop. Very, very obvious right now. As you can see right now, we
don't want to do anything, just leave everything as is. And you're gonna have your
two elements right here. We don't need
nonlinear or anything. As you can see,
it's also importing some materials are
those we can use. But I'm gonna show you how to build a material from scratch. I'm going to delete
this thing right here. Fours lead, horse lead. And we have the horns, we have a couple
of other pieces. You can just grab all
of them right here. I think kind of seems like we're having double the
amount of elements. That's really weird.
Because these two teams to be the same one. That's weird. The flame ice horns? Definitely. Okay, I'm going
to use a thief link eyes. I think in the eyes
we have everything. Just drag and drop and I'm
going to 0 this out over here. It's right there on the origin. And as you can see, we have
our character right there. Yeah, This one right here.
We don't need to really, let's just duplicate
without the ice. So let's just now, the first thing I need to do is you need to set
this up properly. Why is this like so tiny
and so out of the skill? Remember sometimes
when you work on a DCC applications such as myo or blender and you
bring it into an engine, scales and relationship might
not match up perfectly. In this case, I export
this as an OBJ. Obj is do not retain all
of the same information. So it's going to
rotate this 90 degrees to the front, as you
can see right here. I'm going to scale this by ten. So if I change the scale to
ten, you're gonna see them. Now we have a scale of
ten for the character. And this should match pretty closely to what we had
with the character. Remember, we were doing
this on a different senior. We're not modifying
the original scene. And as you can see, this looks pretty, pretty, pretty cool. Now, that's one way to import. Thanks, just drag and drop us
a shout at the other ones. Just right-click and
hit Import to games. And it's going to import
exactly to this specific place. Let's go right here.
Let's go to documents, sorry, our project assets, sam Rosetta feeling, and we have all of this
textures right here. As you can see, there are
six textures in total. And this is a really cool thing. I mean, we also have
something very similar and we talked about
this in marmoset, but in here, remember that
this mass right here, the ambient occlusion refers
metallic map is actually saving tree textures
in one single map. These are for K-maps, by the way, they're really high. But that way we can get some
really cool renders as well. I'm going to double-click
this ones first. And the only thing you need
to make sure that it's set up properly is this sRGB? You need to set this
off and just hit save. Close this window. Opened
this one up, said this off. Click Save, and close
this one as well. That will make sure that
the colors are not linear as I think that
was a good moment to explain why that happens. If you've already
heard this explanation in all of my other
tutorials, then that's fine. But if not for those
of you that are new to this, usually, computer screens will modify the values of black
and white pixels or every single pixel. And they will tend to push those values into
something like this, like a curve like
this where blacks are a little bit darker
than what they're supposed to be in white
are also a little bit wider than they're
supposed to be. What we want is we want
to linearize this things. We want whites to be
whites and blacks to be black so that we don't
get any weird result. And it looks exactly the same as it did Substance Painter. What we do is we do this
color correction where we eliminate this
thing right here and we bring back the
values to the original. So the sRGB curve, what the sRGB curve does is
it switches the values from this red line to
this sort of like BlueLine. I didn't
remember exactly this. It has to deliver more with post-production if the curve
is like this or like this. Well, the point is that the sRGB switch changes the way things. That's why things tend
to look a little bit darker or a little
bit more washed out. When we remove the
little switch now the colors are going
to behave properly. So to create the materials, so I'm going to
go into material. I'm going to write
the first one. Let's call this skin deeply. We're going to use a basic
scheme we're not going to do, maybe we'll do some
surface later on, but for now we're gonna
keep it really simple, just using the material
that we have here. So we'd drag this
three maps over here, just select them and drag them. And now we need to connect them. Of course, this goes
into the base color, this goes into the normal map. This goes into the
ambient occlusion. This goes into the roughness, and this goes into the metallic which we don't
have anything metallic, so we could even leave it, leave it at the outlet. We don't really
need to connect it. And there we go. The
only thing we need to do is drag and drop this
onto our character. And there we go. So yeah, that's it. Look at that. To print a nice
skin, I do think the glossiness little bit
higher right here. A little bit interesting. So I'm gonna show you
a quick little way to fix this here inside of unreal without having
to go all the way back to substance and stuff. So we know that the roughness, how shiny or not the
characteristic right now, is controlled by
this green channel. We can drag and drop and
multiply this by a value. So remember if we
multiply a number by one, we get the exact same number, which is what we have right now. But if we multiply this value
by a number lower than one, we're going to decrease
the boundaries because we're multiplying
into a lower number. So we did like 0.5, like this and we save. Now the amount of
roughness is gonna be decreased because
or in this case, it's going to be increasing. So we actually need to multiply
it the other way around. So let's do two. Because remember are the darker, the color gets the rougher, it's going to, the
darker the color gets, the Shinjuku is going to get the lighter it gets, the higher. If you multiply it by two, as you can see now we
get a very matte skin, which is also something I don't want. So
let's do like 1.2. This is a quick and easy way to play around with
the materials and, and get a value that looks a little bit nicer
to look at that. That looks amazing, cool. I like it. I like that
color right there. That's the multiplier value. Now let's do the exact
same thing for the horns. So I'm just gonna write
M underscore inborn, little S there, and
just double-click here, do the same thing,
grab this treemaps, drag them into the sample scene. We're going to drag the color. Drag the normal is the
ambient occlusion, green is roughness, and
blue is the metallic. We don't have any
metallic again, you don't really
need to connect it, but it's, It's a
good idea to do so. We just drag and drop and
drop this into the horns. So again, I can see that
the horns are a little bit, a little bit shinier than what I would like to see
on this character. So we're definitely
going to reduce this as well a little bit. So same exact technique. We can just go here,
drag and drop for jump from the green channel,
right? Multiply. And we're gonna multiply
probably by 1.15, just a little bit less, less rough or more rough in this case, a
little bit more rough. We quickly save the
shader and there we go. That's looking a lot nicer, looking at that beautiful. One thing you can do,
It's pretty cool. Again. You can grab
like over the slides. And if you rotate them around, you can kind of see
how this thing looks. It's not gonna rotate
around the center point right now because
they're not grouped. But at least we can see
how the skin is looking. I do think, I think so. Surface will really,
really push the character. I don't have a subsurface
mask right now, but I'm going to
create the one in the next couple of sessions and I'll show you how
to connect it for now. The one thing that
we can do is we can go here to this
option right here. There is an option key on the shading mall to change
this to sub-surface. If we hit Save, What's
going to happen here is the whole character is going
to glow now, as you can see. So now there's like subsurface going through the character. We're gonna be modifying
this later on to, to manage where we want
the subsurface surfaces. I would say relatively
simple to build later on. For now, we're going
to keep it just like this default skin. Now for the eyes, I don't
have to extras for the ice. So in a very similar fashion
to what we did with the org, I'm going to create a
new material right here, just right-click, create a
new material called it M ice. And it's just gonna be
like black shiny eyes, but we don't have any textures. How can we modify
the values here? Because there's no values
like in marmots as well. Here we need to
create variables. They are called parameters
that we can tweak and modify as we, as we want. So what I'm gonna do, I'm gonna press number one and just click here on
my, on my screen. It's going to create
a float value, the number anywhere
between infinity, negative infinity to positive that we can get
anywhere we want. So for instance, on the base color, I want
this to be black. And if there's a 0 that's black, I'm going to create a new one. And this is gonna
be my roughness. And again, if it's your
personal roughness, As you can see, it's gonna
be really, really glossy. And if it's a 100% glossy
glossiness or a rough, in this case, there will be one that will be completely met. So of course we want this to be shiny,
probably like 0.05. I'm going to say 0.05 because I do want
this to be shredding it, but not super, super shiny. We can define how much
like metallic metal, metallic effect we want as well. Right now, we have serum
metallics is just like a, like a really shiny plastic
is not looking like metal. But if I were to change
this value to one, what's going to
happen now is this is going to start
behaving like a metal. So we might see slightly
different reflections. I don't think we
really need this right now because since we don't
have anything on the scene, there's nothing to reflect
and that could be a problem. So I'm actually going to
keep it just like this, a very shiny and get
just like a very shiny. I was gonna hit Save like that. And that's pretty much it. Just drag and drop this into
the ice. And there we go. It looks really creepy, I know, But tip links are
supposed to be like this edema in
spawns from health. So I think this
makes it look quite, quite convincing, if
I may say so myself. So, yeah, there we go. The set of here in the inside of onset of what's the word? Instead of on real is ready. Make sure to hit
over here just to save icon so that
everything gets saved. If you trace to close this, you're also going to get
this saved content where you can save everything or you can hit this
button right here, which they save all. And you're gonna save
all of this section. Now this is very important
when you create your project. All of this assets
are now gonna be saved as Dui Yu assets. So you won't be able to easily get this out of the US
said you can explore them, but they're gonna be
a different format. So just make sure that
you are aware of that because sometimes people get a little bit confused when they
can't find the file seemed like their original
PNG or OBJ format. When you save this here
instead of from real, he gets save as Hugh assets, assets that Unreal Engine
is going to specifically use for its own purposes. So, yeah, now we also need to do a quick
setup here inside of Maya. So let's do it real quick. Let's go here into our,
into our character. I'm going to drag teeth
link eyes because I think everything is in here. Now here's the deal.
You guys remember. And this is very important
that hearing are real. We modify the character, we scale the ten times and
we rotated 90 degrees. So we don't have to rotate
this 90 degrees over here, but we might have to
do that with the beard or the hair that we're
gonna be doing later on. What I do recommend is scaling
this ten units as well. So I'm gonna say ten units. He is like this. We don't need the grid
anymore so we can work here. It doesn't really matter because eventually
we're just going to export everything
into Unreal. You could also just
re-export this with the proper measurements in proper position
here I have my own, but I think this one's working quite nicely as we can see
here, the proof point, this surveying, it's like if the grid was
up there, that's fine. And this is the one that
we're gonna be using. We also need to create
the materials here. So let's do this real quick. Should be fairly, fairly easy. So we're going to go Arnold, let's do an I in this case, I'm gonna show you the
AI standard surface. I think we did use
this one right before. Just making sure. So let's do the skin first. Again, just drag and drop
this tree, tree textures. Another way in which you can get the normal map, for instance, is going all the way here
to geometry and then creating a bump them up
north with a file node. And as you can see,
here's the connections. It's just a matter of
believing this guy right here. The out alpha goes there. This goes into the tangent
space normal, very important. This one super important. This has to be set
to raw utilities. And that's it. Now one thing we're gonna change because we can change
this in just a second, because this is supposed to be for Unreal Engine,
so it's Direct X. Remember that this
is gonna be green, That's the specular roughness. Blue is the metal and we
don't have any illness and this will be the
locution we don't have. We don't have to add the
amino Cushing's here in my, I usually don't add it by the way because it's just
makes things a lot darker. So I don't like it. And let's grab this guy,
let's call this m skin. We go grab this guy, assigned the system
material, and there we go, press number six. And as you can see, we
see the skin tone map is going to allow us to see
it a little bit better. Normal map is looking good. I mean, this is
more than enough. As you guys remember, you guys, you can see already
painted a little bit of the beard that we're
gonna be working with. We're gonna be doing
a beard for this guy. And the, yeah, let's do
the horns real quick. So you can click
this little button. Do not delete this material.
Very common mistake. People delete the material
here thinking that they were cleaning the like the work area. Do not delete that. You're
gonna delete the material, go to this little sparkly thing
is, and just click there. That's going to clean the area. Now I am going to press Arnold and I send
their surface again. We're going to call this
m underscore horns. There we go. Go to your followers. You can just drag and drop
this one thing I like. Most, most 3D softwares nowadays allow you to just
drag and drop textures. Back in the day,
you had to always navigate into the path file. So base color goes
into base color. Normal goes into the normal. If you need to create
the node by default, just hit tab and then
bump to the out. Alpha goes into bump, bump to the becomes the tangent space normal and then the abnormal ghost into the normal
camera. There we go. Make sure that the
alphas had two raw. And that should look good as
you can see it right there. This one also needs
to be set to row, by the way, I forgot
about that one. So I'm gonna set
this to Roswell. And the gangrene in green is the specular roughness and blue is a maleness. There we go. So if I want to go back
to the other material, I can just select this askin, click this little
two icons right here and it's going
to bring them back. Select this guy again, change the utility back to that. This is properly working
the way it should. So like the horns right-click
sign the material, and there we go, That's
the horn material. And that should
allow us to work. If you want to see the cool, creepy eyes, Let's just
add a new material. Let's just do an Arnold same
thing, AI standard surface. Let's go into the color. It's going to be black
color and a little rough. There we go. That was
gonna be like that. Of course, if we add a light like the ambient
light or wherever, we can see a little
bit more glossiness. Remember you can just go
here, Sky them light. We add the file. We can add the same studio
that we've been using so far. You hit seven,
which is the light. You're gonna see
the roughness of the characters and
normal maps and everything working quite nicely. I'm definitely gonna
go to this guy. Let me see if I can
reduce the exposure here because it's
white way to expose. So like a minus two, minus
two is way too little. So minus one is fine. Grab this guy. I
don't like to see it. So it changed the
scale back to 0. And that way, I mean, it's
just a cool little thing. We can definitely turn
on ambient occlusion, little bit more shadow,
anti-aliasing software effects. And I guess we already modified the glossiness of the character if you want to modify it here, you can also add
a multiply node. So for instance,
here on the skin, specially, the roughness
is way, way too high. So we're gonna add a
multiply, multiply, divide. The green channel, is gonna
be to open this inputs. The green channel. It's going to go into
the input one x, and it's going to multiply
by the input to x. So if I multiply it by 1.3
and then output the output x into the middle necessary into the specular roughness.
There we go. That should make the skin
slightly less shiny. Just basic math. I know it seems like a lot of notes and a lot of numbers.
It's just basic math. We're multiplying one number, one set of values that are
coming from this image by another set of values that are going through this unknown. And that's gonna be
the new result that we have here on our material. And that's gonna, it's gonna
give us this effect I get. I normally don't
work with light. I know Morley work with
flood stuff and some people like to see the whole
thing from the get-go. Yeah, just just be
mindful about that one. This is said guys had
the setup is ready. Our scene, let's of
course say this. It's going to be Sam
Ross called the setup. The, our, myosin is ready, are unreal. Scene is ready. You can see non-real on my army, come on, come on. This is way, way, way better. This is why we could see in
a game on the cinematic. And this is what we're
gonna be working with. So yeah, hang on
tight because on the next one we're gonna be
taking a look at reference. We're going to create our reference word
we're gonna apply now what we're gonna be
doing with this character, and then we're gonna
get ourselves started. So hang on tight and see you
back on the next one. Bye.
24. Gathering Reference: Hey guys, welcome back
to our next part of our series today we're
going to continue with the chapter three with
the thief link that we're working on and we're gonna
be talking about reference. So here in Photoshop, I actually have a nice little scene and I'm gonna be doing just some quick
sketches to kind of get an idea of what I want
for this character. This is, as I mentioned with the older character,
this is always super, super important
because you don't want to just like go blindly into any project and hoping that you will find your
answers while working on. That will be it really, really bad way to approach something by doing a little bit of planning here. Just look at quick drawing that could be more than enough. For this one I really wanted
to go for like a big beer. We're gonna be doing long-haired and Brides for our character, of our female character, which is gonna be the, the last projects I really
want to go for like a really cool sort of
like biking beard. I will really did
like his mode goatee, but this one's gonna
be like a really, really fashionable
were of course are gonna need and we're gonna
have to do, yeah, I rows. So we're gonna
have some eyebrows were definitely need
to eyelashes as well. We didn't do eyelashes
for the ogre with where there's one that we
definitely want to have a little bit of eyelashes. So I'm just painting
this color-coded. Thanks so that I
know what kind of stuff I'm going to need to add eventually to my character. So that will be
something like that. Now onto beard itself, we need to decide what kind
of beer we want to have. We won't have a really like
smooth and silky beard. Do we want to have like a super
scruffy and damage beard? Are we going to have
hair, for instance? And I think here would be cool. Now we've already
done a little bit like flowy hair down here. It might be a nice
idea to do some, some hair to the top. What do you guys think
about the Mohawk? Mohawks are always kind of cool, but I'm not sure if it fits this character because
we already have, from a visual standpoint, from visual the sign, we already have the horns
which are really like visually impactful on the
top side of the head. So we might not want
to add anything else. I'm thinking about
this and again, this is a little bit of
research that I did before. People that have beards tend
to be bald, not everyone, but the more intense the beard, the boulders
sometimes people get because testosterone,
those this kind of thing. So you're going to
have characters that look a little bit like this. Of course, cradles
from Gulf War. He said, a perfect
example of the sort of effect in this case, since we weren't to
go really crazy. I want to go for like
a door been dear. So we're gonna take
a look at some of some periods from Lord of
the Rings and The Hobbit. And we're gonna be using that
as a sort of inspiration. I did look into TIF links. So if you look for
teeth link beards, most TIF links are this roof like SLI, roguish archetypes. So they don't have where
they don't have as much here is you can see they have this very slick
looking cuts in hairs, but we're gonna be
doing something like that for our
female character. So I wanted to do
something a little bit crazier for this guy right here. But this guy, this
security that they came up and he supposed
to be a barbarian. Barbarian is hard
this like super rough where we are
like Look at that, That's amazing.
That's pretty cool. So yeah, Something like this
would be amazing, right? This is what we're
gonna be trying to do. I do want a longer
beard, though. That one looks cool, but I
think we can go for something even more open, more intense. If we take a look at
the doormen, be yours, we of course need to find
some nice our reference. We're not going to do a lot of, a lot of breathing right
now because again, we're gonna be talking about
breathing on the next one. But for instance,
Gimli game gleason, Excellent, excellent
reference point. This guy is right here
like both war and bombard. I don't remember the
names of all of them, but this is a kind of
stuff that I'm going for. So let's just take a quick look. Decimal, this is
amazing reference. Kind of like a chopper guy. So I'm going to bring
this here into my, into my pure file. And let's start building
up our reference. This is really good as well. Yes, I've mentioned I wanted
to go for this or like long barbarian looking beard. Let's take a look like
this or a reference even though we might not
use all of this stuff, just like getting D.
The general idea. All of this stuff is
really, really good. So as we've mentioned before, gatherers much references you want now real-life reference, real-life reference are
also super important. So I'm going to look for biking beard and that
you're gonna get a little bit more like actors and costs player guys and stuff. I really liked this one. It has two tiny braids. I think we can do, we
can do to tiny brights. There'll be pretty cool. This is amazing as well. Copy the image. As you can see,
they're quite ball like most of them are really, really short hair or dark. Kinda like balding a little bit. Now, it might be a good idea. I kind of like this, like
this very interesting effect. Maybe, maybe something like
that would be a nice ADS. Well, let's go into Photoshop and just draw
this a little bit. Kind of get an idea of
how this would look like. A small little like Herr Von,
that kind of looks cool. I think we can make that work. Yeah, that one's a
nice, a nice one. This looks fake. Very important not to
go with fixed stuff. Because if you grab
it like this as your reference, I mean, come on. It's gonna look a
really, really bad. So you always, always, always want to grab us as
much real-life references possible because
that's the kind of stuff that we're gonna get. I'm still not decided
on the color. We're probably going to
go for a reddish color. I think that'll be quite cool. So something like this
color, It's amazing. That's the kind of
hair that might look quite cool
on the character. That way we can also
do a little bit of top here because those tend to
be shorter looking carts. And it has the trig with those cars is a
little bit more with a little bit more to
do with the placement on the cards rather
than the construction. The construction
is pretty similar. This will spray cool as well. Yeah. So this is the general effect that
we're going to go for now. Normally I would bring
this into ZBrush. But to keep things a
little bit lighter, we can actually do this
here instead of Maya. And what we can do
is we can just, just simple shapes
to give ourselves an idea of where the volume
of the hair is gonna be. For instance, as
we were mentioning this upper like hair right here, like this sort of interesting. In fact, we can
just add his fear here and play around
with this sphere to give us an idea of how the general volume of the hair is gonna be
occupying the character. Now, why am I worried
about the volume Andy, Andy like the flow of this character because
at the end of the day, see Louis like a
really important thing for every single character
having this sort of thing. Let's assign the new material. Let's just do a basic like
Blowin written material. Gonna go for this dark,
dark orange material. There we go. Maybe a little bit
more eccentricity, less picker rolloff. I want to say a little
bit more with color. There we go. Then I'm going
to duplicate this guy. This is gonna be like
the little pony tail that the character will get. And as I mentioned that
it's really important that we see the silhouette
of the character. We like this. You would
have the character because if we see
this yellow them, we don't like it. Well, of course, we need to do some fixes before
moving forward. So for instance,
there I'm thinking of a maybe a little
bit more volume. I'm going to go up
another sphere. I'm going to use this
sphere to give myself an idea of how I would expect that the
general beard to look. So I'm gonna grab this
vertex right here. Just like start pushing kinda like it's very
similar as if it were a sculpting and that's why I mentioned that you can do this in ZBrush if you are
familiar with software. I don't want to add
more stuff into the information because it might be a little bit too much. But we can just get the general shape of how
we want the hair to look. For instances will be
like the beer right here. Definitely wanted to open a
little bit more like this. As we've mentioned
with the ogre, here, really, really changes the
way a character looks. That's where it's super, super important that we
get something that looks cool. There we go. That would be like
the beer I like it. Let's add the same like a balloon material just to get an idea of how this
thing is gonna look. It looks nice. Let's go forward
like the mustache, mustache, more stretch. Then we're gonna go for a
small one that I really liked. This one right here,
like a trimmed mustache, not not super intense. We can still see
the little tattoo on the upper lip that he asked. Let's grab that
sphere right there. Push it forward. Give it a sort of
like must techy look. Place this right here. Again, we can describe
this birthday was still have
self-selection turned on. And we can just roughly
shaped the element. This is more about
getting an idea. That is why, again,
gathering reference and planning is
so, so important. Because if we have a
cooling clean idea before moving forward with all of the things that we need, then that's gonna give
us a better effect. Let's mirror this to the
negative x axis. There we go. Definitely need to bring
these two guys together. Just scale them
down. Let's assign the same material
to doubling one. There you go. As you can see now, that there's definitely looks like
a cool character. I can see that the little like the hair and the little
pointy till that we're doing that right
here, it's gonna look good. It's not really breaking the silhouette or
competing with the horns. So that gives me a good, good the general idea, I think this point till might need to go a little
further back. Then. Push this guy's forward
a little bit more. Just a little bit. There we go. Yeah, that
looks a little bit better. That way when we see like
a backfield like this, we can see a little
bit of, I think they called this the
man bonds nowadays. Then we saw something
here that I really like some small
beards, this ones, this is a more like what's the worst small
brights right there. I'm gonna show you a
real quick how can, how to do a quick little bright. This is not gonna be
the final brighter. We're gonna do it a lot better. And I'm going to
create these cylinder and give it a lot of resolution. And the subdivision
height pole like 20, make it the thin embrace are usually made out
of three elements. So I'm gonna grab
this guy, Control D, move it to the side. And then Control D and
move it to the site. Grab all of those three guys, combine them into
a single object. I'm gonna say deform,
Non-linear twist. And we have this start angle and this angle and we push this
guy's to opposite sides. As you can see, we get
this very nice breath. It's not exactly a break because I have to
go in and out up. That's why I mentioned
that we weren't gonna be doing this later on. But it looks quite nice. I'm just gonna say
mesh smooth to give a little bit more resolution
to make it look nicer. And let's do the history
freeze transformations. So this is free. Again, we're just going to
move this thing to the side. Let's make a little bit thicker. It's coming from the corner of the mouth as
you can see here. So it's not the mustache itself, It's a little bit lower. The one from Gimli Dowell is
coming from the upper limb, but this one I liked
the fact that it's coming from the site of the face right around there. Let's give it a little
bit of movement here. Self-selection again, to kind of go with the
shape of the hair. Falls nicely with
gravity and stuff. There we go. We can probably
push this closer in there. Again, it's just a previous so it doesn't have to be perfect. I'm not sure if it's too
long odds, it's nice. We just going to mirror this, but this one's gonna be on the positive axis. There we go. Apply. Perfect. As you can see, it's not like following perfectly
and don't worry, it doesn't really
matter that much. Let's assign the blink color. There we go. As you can see, it has
a little bit like, it has a nice little
like a metal, like a beat or something
similar to the horse charm, and then it flares out. So eventually, I mean, what I can do here
very easily just, let's get rid of self-selection
or make it smaller. Just flare this out. It looks like it flares out. And eventually we're going to
add a couple of cylinders. Like they're in there. This is the kind of stuff
that you really want to show your art director before ju
jump into creating something. In this tutorial,
of course I have the one of the advantages are deliberate is to do what
I feel is best for us. But if you were
working on a project, you definitely want that. You want to show this
sort of stuff to your art director before
actually doing anything. This one's, I think they need
to be a little bit thicker, but we can play around with
those elements later on. Other than that,
yeah, we're of course going to need the eyebrows, which we don't really
need to add every now and then we're gonna talk
about the eyelashes as well. This is a guys, this
is our planning. This is what we're
going to go for. As you can see, it really, really, really changes the
way our character looks. It's in my sound like a stupid, but here really plays a very important role
on the personality and on the look of
your character. As you can see this one, I'm just going to look
quite, quite nice. So that's it for this one guys. I'll see you back on the
next one when we start planning all the descriptions. Hang on tight and
I'll see you back on next week. Bye bye.
25. Painting Our Maps: Hey guys, welcome back to
the next part of our series. So they, we're going
to continue with the creation of our hair. The whole thing, the
whole hair description. However, I want to show you a, another quite fun little
trick that you can use to generate guides in a
little bit of a faster way. As you remember from
the, from the ogre, one of the things that's a
little bit time-consuming ease having to create all
the different descriptions. Wouldn't it be cool if we
could create just a couple of descriptions and then modify
those to get what we need. Well, thankfully,
we actually can. Here we go, let me show
you how it's done. It's actually quite simple. First of all, we're
going to go here into Photoshop and I'm going to draw, this is a technique that I
learned a couple of years ago. I'm going to draw
the liquid look, an idea of where I
want my map to be. So based on the references
we've talked before, we need four main things. Which is the hair. We need a D beard, we need a beard, like a little break things. And we need the mustache like
a little bit of a monster. She maybe some eyebrows. What we can do is
we can actually draw like a general idea of
how we want our beer to be. So this will be my
main beard right here. I'm trying to get
the length as well. Then we will have a softer, more like, again noisy beard with less,
less intense, right? And then we'll have a really
loose one. Not fly away. So it's just like
small one for debris, the one I'm actually going
to have a really, really, really dense packed like
small fibers like this. And then of course we
have our flyaway so we can draw for flyways
right around. Here. We go. So as you can see, the top part of this is, by the way, this
is a two k image. So I'm not only getting an
idea of what they need to do, I'm also already planning
the layout of my elements. So the flyways are gonna
be like right about there. I think we can use this
area for the eyebrows and a very similar way to how
we did with the ogre. And you definitely
want to create like a once more 148 rows right there. Because one thing that
they found with the ogre, it was that we needed a little
bit more breakup, right? So let's do 34 for the eyebrows. Now. After that, we're going
to need the main house, the man band effect, right? So let's go for some
reference real quick, because we didn't
get enough reference about the men born. Yeah, there we go.
So as you can see, the man bond is pretty much
just like grap older here. Pull it into like a
little pony tail. It's really like I want to
go for something like this. I think this looks
pretty, pretty cool. Let's go into pure enough to add this reference right there. So as you can see,
it's gonna be a lot smoother than our original
beard over there. So we're definitely
going to have some noise in some effect. It's going to be a
lot less smooth. We're also not gonna have as much breakup because
as you can see here, most of the Harris
already there, so there's not gonna
be a lot of noise. So we want to keep it
really, really clean. So that means that I'm probably
not going to need like an intermediate one
and we're going to jump straight into
the loose ones. So a couple of loose hairs
where there just to break up the surface and definitely
a couple of flyways. Now the Fourier waste, I will definitely
want them to be a little bit more,
something like that. Then for demand bond itself, we're actually going to just recycle what we have over here. I'm gonna show you a
nice little trick, because even though we could create specific care
costs for everything, you also don't want
to create like every single hair card for
every single element because he'd becomes a
little bit difficult to organize and then
you don't have, you don't end up
using all of them. So this is gonna be my hair. These are eyebrows. This is man born. Then we need the muss sich. So for the most statute, as we can see here on
the under reference, It's not very long. They usually trim
them most Sacha so they don't flow all
the way into the face. There's no bread right now. So we're going to go
for a shorter mustache. This one I really,
really, really like. So again, based on
what we did before, we're going to do
something like this. It's going to be like
one part of the muscle. When then we're gonna have a
second variation over here. Now we still have some space. Again to save space with the technique I'm
going to show you. I'm going to draw them
mustache, like right here. So it's gonna be like
two main won dance. One semi dense, Let's
call this most stash. It's gonna be dense
semitones and then maybe a couple of flyaway to
break up the whole thing. We still have a little bit
of a space right here. So this is where I would
probably add just like weird hair that might
help unspecific places. So just like maybe some
against some fly away. I'm not really sure what
else when you were Oh, yeah. This one's like the little like a little tails do
we have at the end? We can capture the little like bright tails
right around here. So let's create a
little bright details as well to gather a nice map. There we go. This is pretty much it now for the eyelashes because I do
want to talk about eyelashes. Before we jump onto the
characters themselves. There is a way in which
we can create a ls. You can see right here
plane for the eyelashes. And it works fine. It looks okay. The one thing I don't like about this is that
as you can see, it's happening on this guy says, like demo, looks good, but it looks a
little bit of fake. In my experience,
if you can afford to have actual geometry
for the eyelashes, it's a little bit better to do so to have the actual eyelashes. But if not, then we can definitely add the
eyelashes onto the maps. The problem is the
eyelashes are gonna be really, really, really tiny. And then the pixel amount of the pixel quantity can
be a little bit complex. So instead, what I'd like
to do with eyelashes, instead of baking
a map right here, I'm gonna be using actual geometry like
little cylinders with very low poly that
they're gonna be casting better shadows and giving
us a better effect. They're gonna be a
little bit different to shade because we're not
going to have all the maps, but we don't need the maths
because it's actual geometry. It's like if we actually
had the eyelashes. So now that we have this, I'm going to save
this real quick. So Control Shift S, JPEG. Go to our projects
folders right here. You're gonna have
this one, by the way, on your source images. I'm gonna call this Sam Ross. Here we go. We're going to jump into Maya. Let's pull that in mind. Let's just wait a couple of
seconds for Maya to open. And while money is opening. Another thing that
I'm considering here is the hair color. And we've talked
about this before. We're probably gonna go for this like a reddish hair color, but they will be cooled
to add this sort of effect when we have like a really light elements and
then dark effects right here. Now this can be done with the same textures like we
don't need to add more guides. The only thing we're
probably going to have is to albedo colors. And then the hair
cards that are right here are gonna be
lighter, of course, in the hair cursor on the other side or on the
outside are going to be darker with more melanin
as we've talked about before. Look at that. Those breakaways, breakaways, that's the one
that they miss. There we go. So I didn't miss
some breakaways. So let's do some like a
breakaway maps over here. So that's my new guy. Perfect. I'm going to save it as a JPEG. There we go. Again, you're gonna have this
one, you can be withdrawn. I strongly recommend
that you do. And the reason why I'm
taking a little bit longer for this character
is because this isn't a little bit more
like an actual character for enemies when we're doing NPCs and enemies
that are gonna be dying left and
right on the game. You don't really want to spend as much resources
because Walter Di, they're only going
to be there for like a one scene and that's it. If this is the main
character of your story, this is the main guy that you're gonna be controlling
all the time. You definitely want to make
sure that it looks as nice as possible because you're
gonna be seeing him a lot. And the more you see
it, the more you're gonna be able to
know these things. I'm gonna go into my front view. And the first thing is
we need to bring our, or actually we already
had the setup. I'm going to open the scene. I'm going to open
the SAM row setup. There we go. Which was the proper should be
the proper size. Remember this is one
that we did before. I'm going to go into
the front view. I'm going to create a plane, going to rotate this point in 90 degrees so that
it's facing us. Then I'm going to assign a
new material to this plane. Just the Lambert is
fine on the color. We're going to set up the map that I just created for
you guys, this one. Now this is important
because I want to scale this thing that
the map that we have right here so that
we match as closely as possible the size of the things that
we're gonna happen. This one actually looks
pretty **** close. As you can see that that's
the size of the beard. So that looks very nice, especially for this
long strengths. I think we're really,
really, really close. So I'm going to do something
a little bit crazy here, but I'm going to delete
everything except for the plane. Then this file I'm gonna save as save scene as did not
save on top of this one. And we're gonna
call this Sam rose. Here. Guides. There we go. So now if we want, we can just go very
quickly through the setup. Everything's there,
everything is working exactly as it should. And if we open, of course, to the Hare guides and
this is where we're gonna be creating your haircuts. So here's the trick. Here's the cool thing
that we can do. I'm gonna select this guy. I'm going to click
this option which is called a live surface option. Doesn't make sense
the live surface. And now we can go into Create tools and we can
use this epi curve to create curves that follow the flow of our elements
just like that. Now, I do like having a
little bit of transparency. So what I'm gonna do here, some gonna go into
the material itself. I'm going to turn on or turn off the transparency so we can
kind of see your curves. Not what this will do and this is very important
is it will save us a lot of time with
the Co-creation. You know how it's a
little bit of a hassle to create a new polygon
created descriptions, created the planes, create
this, create that well, this could save us a lot
of time potentially. So I'm going to go
again with my EP Curve. And what I want to do,
I just want to kind of follow the way that
this here's our flow. It doesn't have to be perfect. It's just a general
idea because we're, we're of course going
to be using action. This is a good way to just add
a little bit of variation. You at least need, as you know, at least three
guides per section. But another trigonal
I'm gonna be showing you guys is that we can actually make the curves work with
a little bit less curves. And then the hair is going to
do most of the job for us. Let's go there. I'm going to be fixing
some of this, don't worry. The cool thing about
using this technique is Here's tend to look a
little bit more natural. Because it, since
we're trying to follow this sort of
reference that we created, we tend to create stuff that's a little bit more
natural when we use the DIY guides that extent gives us things tend to look a
little bit too straight, a little bit to
like CG to perfect. That's why this distinction
is really cool. However, as I've mentioned
a couple of minutes ago, we don't always just
here in the studio because it's really
time-consuming as you're seeing. Now let's go for the flyways. There we go. Now, I'm not going to
use this technique descriptively for everything. For instance, the eyebrows, I think it's a little
bit easier to do them with the guides before
the long hairs. I think it works
really, really nice. Ones are a lot straighter. There we go. Now, the way that this
is going to work, just this a little
bit of a heads up little spoiler alert. What we're gonna do
is we're going to convert all of these
groups into guides that we're gonna be able to modify and make them
look a little bit nicer. There we go. Now, the only problem with all of these guys is that fact that the roots are not starting at the same place and that
could be a problem. You definitely want
to grab all of them. You're going to press F7. Sorry. You're gonna grab at least
the top points right here. And you're going
to create art to scale and scale them so that they start at
the same position. You're also going to grab all
of these curves and you're gonna say Mesh tools or sorry, curves. We're going
to rebuild them. So we're gonna reveal them. So they all have the
same number of spans. We don't want some of them
to be longer and shorter. Want to change this to something
like ten and hit Apply. There we go. So now all the curves, if you check the points, they all share the same amount of points, it's sound points. And they all start at the
same, at the same position. I'm gonna keep this
one right here because actually, I mean, we can just describe
everything and just keep applying to rebuild
every single trip. So now every curve should be
made out of only ten points. And that will get which
prescribe all of the objects. F7 is the shortcut. And we grab all of these guys, the square ones at least
just keep them up. For this ones are moved them up. These ones are moved them up. These ones are moved them up. And although this one's, Well, let's start with this 5's first. Then this one's there we go. Again, this shouldn't be working quite nice for the whole thing. As I mentioned, some of
this like the mustache, maybe some flyaway is
the little brief things. I'll probably do
them with guides. But at least for
domain like here, this is going to save us a lot, a lot of fun, since we still
have a little bit of time. Let me show you how they are
going to tell us the time. So I'm gonna turn this off,
grab this guy, just press H. Let's call this care reference. Again. For instance, we know
that for the main beard, like all of these guys,
these guys and these guys, which by the way,
might be a good idea to grab all of them. And we're going to
center the pivot point. I'm just going to push and
pull them a little bit in C. Not in the same
depth, all of them. That's also going to
help a little bit. So we know all of
those descriptions of those five elements are gonna be part of the same beard. And we already know because
we've done it before, that we're gonna be doing
pretty much the same like noise and cotton stuff
for all of them will be, or it could be a really
good idea to just have one plane be the origin
for all of those points. And that way instead
of having to have three descriptions and three geometries and
three everything, we just keep 11 simple
playing this one, I'm gonna keep it like this. There we go. Make sure this is 180 degrees. There's like a little
bit of a visual trick right there because
I was saying COD, slant or something bad thing. It's the curves that are
playing a trick on my ice. There we go. So we freeze transformation
and we're gonna call this beard claim. There we go. We grab this guy. We're
going to go up the action. We are going to create the description
creatinine description is gonna be called Sam Ross. Edx sounds a little
bit collision. Sam Ross collection. And this is gonna be
beard or Sam bras beer because we're only
on I had one beer. All of those guys
are gonna be part of the same appeared so splines randomly because of surface placing and shipping
guides and heat created. Nothing fancy so far, everything is working exactly
as we've done that before. But now the tricky part here is we're going to select
all of this points. We're gonna select
this guy right here and we're going to go
into Utilities and we're going to use this
option which is called curves two guys, pretty
self-explanatory. You click this thing, and then we just need
to say Add Guides. And as you can see,
what's going to happen is those curves are gonna be
deleted and now they're guides. So if I were to hit
this one right here, that we have all of our guides right there
following disguise. And at any point I can just grab this control points
and they work exactly, exactly like the guys
that you would expect. Again, what's the
advantage of doing this? One? We're going to get
some really organic and good-looking guides to. It's gonna make a little
bit faster because we don't have to do one
description of the time. And three, we're gonna
be able to affect them at the same time with
the same modifier. So for instance, if I go here
and I add a noise modifier, very, very commonly used by us. And we'd just sit ten. There we go. All of those strands, all of the elements are going
to get this thing. Now the one thing that's
gonna be a little bit different than you
might see it here. We might need to change the root element right
here to give them more. And we won't be able
to change the density. That's one of the bath like
the disadvantage of this, because if we change
the density here, you can see that
every single part of the elements
gonna be the same. We're going to have to play a little bit of width the curves and play a little bit with
the map right here to paint the density
that we want for each specific government
where we're gonna be talking about this one
on the next video. Make sure to save, make sure to get all the way
to this point. And I'll see you back
on the next one. Bye bye.
26. Creating Hair Descriptions: Very well guys know, jump onto the
time-consuming part. We know that this is
a little bit tricky, but I'm gonna be
showing you a couple of things that might speed up your process for anytime
you need to do this. As you can see here
on your description, we already have something
looking very, very cool. But the problem is, and
we've mentioned the boat or we talked about this
one, the density. It's a little bit difficult
to control the density because instead of having
three descriptions, we have one description. So if we change the density,
everything changes. The way we can handle this. It's a little bit
of a hacky way, but it's a nice
little technique. First I'm gonna set this to ten. Let's have the taper to get a better view of how this
thing is gonna work. And of course, we
need to create a map. So we're going to go
here to our mask map. We're going to create
a map. We're going to call this beard mask. We're gonna start with black. As we already know. What I'm gonna do is aware of the
thing is going to be thicker, which is this beginning
bar right here. We're gonna paint to white. Since the black and
white map actually does respect color intensity, we can go like a halftone gray and use
this one over here. Smaller circle. Then we can go almost black. That just like small, small dot right there,
barely visible. When we save. This is also gonna respect the amount of
hairs that we get. So as you can see,
we get are really dense one or semi dense one. And a little bit of flyaway
effect. Cool, right? I mean, we just save ourselves
like 15 minutes of work by knowing this is specific workflow and this specific tool. As you can see, it's
looking quite nice. The beard is looking just fine. We have everything
that we normally get. Maybe we need to add a little
bit of the root thing here. Don't worry, I know
that the hair, the spirit, I'll show you why. Sometimes you need to see the actual geometry and
that's what we get. Now, I'm a little
bit more inclined to increase the
density here because the density of mask
definitely took away a lot of the information. And this looks a lot
nicer because remember, you usually want your first map, your first card to be really, really dense because
you're the one that see anything
on the other side. Here where we can we can do maybe a little bit of clumping. I don't know that
even the Cut tool, since we did this really
crazy guides character, the Cut tool doesn't
even work as much because the guides are actually already doing
the work for us. But what I'm gonna do
here is, for instance, this guy, I'm going to bring
it a little bit closer. All of this points just closer together so that the hair is a
little bit denser. There we go. And that way we get the effect that we want it. Because remember all the
things that we want to see. I'm pressing number seven
on my keyboard right now to see no light information
just like the flat effect. This is when we want to see
like really, really dense, very few little holes
there on our element. And that's going to help us with the overall feel of the effect. There we go. Make sure this is important. Make sure that your hair strands are not touching each other. Because in little bit
difficult later on when we create our cards
to cut through them. If one of these hairs is
going on the other direction, this is like crazy here, here. I think that's
perfect. That actually helps with the
blending later on. So yeah, that's it, That's our beards
are ready to go. So as you can see,
this, this process, the curb usage and using just one plane
for the whole thing. Really, really
handy when you have a really close idea
of what you want. Let's do this is
the bright effects. So let's talk about the brakes. Is a type of hair like organization where pretty much create three strands of here. I'm not sure. I have a little sister. When she was little, I used
to help her with her brain. My brain is never looked good, but at least strike. You normally grabbed a
bunch of here like this. And then you divide this
into three strengths. So 123, then you grab
this first strength. You get it in-between
the other two stress. Now, as you can imagine,
we're gonna have, I should've color-coded
them before, but now this middle strand, it's going to be here. This site strength is now going to be on top of the middle one. Then this side strands is
also going to be over here. Nigel grab the other side,
which is this one right here, and you get an
in-between the two. And now they're
gonna start creating a disorder like
crisscross pattern. And once you do
this enough times, you should get
something like this. Now, if you have a very
thick piece of hair, you can get this really
nice thick breaths if you have really small hairs or if you go for the really, really small like
clumps up here, then you can get
that little small. This is one of the ways
that they do dread locks. The pattern may change like I've seen some patterns where, where depending on how you
actually like bread the hairs, you can get different
textures and stuff. We're gonna do the classical
one because I'm not too familiar with the
other ones since we can see here, look at that. Just crazy, we're gonna do the basic one,
which is this one. As you can see, if
we take a look at the way breeds look,
they are pretty, pretty uniform like the hair
does not go crazy anywhere, so it's very, very
straight here. So for this one, we're actually going to be
using a normal place. So we're gonna
create a new plane. So Paul them only plane. We already have our
guides right here, so we're just going to
be using dose of force. Let's position this right about their history for
transformation. Let's call this
brave, brave plane. Grab this guy. Sorry,
yeah, grab this guy. Going to description. Description is
going to be called bright description for
this Ambras collection, randomly placing shipping
guide script that then we are gonna
select this guy and go into Utilities
and at guides. And that's it. We've converted those
crypts and to guide. So now if we check this
out or if we do that, There we go, we're gonna
have our nice little hairs. I think I do want to correct
this one's a little bit more because there's
like this one right here that's going across. I don't think we
want to do that. Well, we can add a little bit
of flow to the whole thing. We definitely want
to do something like this density wise. I definitely want more density. So I'm gonna go here
to the primitives. And we wanted to look really, really nice, thick,
bright, there we go. So again, think
about how many hairs you expect there to
be on the bright, and that's usually what you're going to try to
capture right here. We're going to
push the paper up. Actually, no, we're not going to push the paper up in this one. The reason we're not gonna do
that is because eventually, oh, my is crushing. Eventually we're going to
have the loan like metal, like bread details, gridlocks, and those are the ones that are gonna be controlling everything. So taper 0, taper,
just recalculate. So it's just gonna be straight here. Pretty much straight here. With, I do want to change
the width a little bit. So as you can see, this
are a little bit thick, so I'm gonna probably
reduced the width, make sure that you're
seeing the whole thing. That's a little bit of a, a visual buck here from
Maya. There we go. And what might need to
increase the density even more because I really had
an impressive number seven, I really don't want to see you as many things here because these are gonna
be like a really, really solid effects
we will have later on, like this ones right here, a
little bit of fly away so we can add to the brights,
humbled for the base. We wanted to keep
them like really, really, really nice there. Let's push the width
a little bit in, just a little bit, just
very seeing through them. I think that's going to
that's going to work just fine up here. I'm a little bit concerned
by the fact that the hairs are like clumping together
in this big area, but other ones
that paint a mask. Because if we paint the mask, what could happen is we're
going to get a weird effect where Where were the
brain becomes live, where it starts very small
and then becomes thicker. And from what they can see
here in the reference, it actually starts thick. It should start like
a little bit thick. Maybe up here I will change
the what's the word? I will change the width
of the road a little bit, just a little bit, just
a very, very tiny there. So we can see the root of the hair and then it
goes into the brain. And this is the
object that we're gonna be breathing throughout. That's pretty much it
now this or flyaway, we're gonna do the
same thing, Nicole, let's say real quick. Always, always save, remember, do not forget to save. The worst things that
can happen to us through the artist is that
we are working on, then we forget to save him. Computer crashes like those out. Maya crashes, so many things. This is going to be
called the fly wastes. We go again, ugly history
freeze transformation. Let us go to description,
create description. Let's call this fly away. Description. Lay some guides creaked, got this guys, go to our
utilities and add guys. There we go. Then of course the density. Well, first let's
play with paper. Get something interesting. There we go. And then yet we need to bring
the opacity down to 0.5. There we go. Let's give it a nice effect. And I definitely
want to add noise. It's looking way too flat, so let's add a lot of noise. Heat, okay, That's a lot better. So now we take a look
at the front view. As you can see, this are
fighting quite, quite nicely. I'm trying to follow the curve. Tried to use soft selection, I recommend using
self-selection. There's also this word he says, there's a groom spline
thing that we can use, but I tend to prefer juicing
soft selection. There. Again, because what we need is we want to have
like a really easy, easy to follow line. Cut the card. Doesn't worry, they're not too happy about because they
know that's going to be a little bit difficult
to capture it in the card. I'd rather give the curvature in the card itself and
then keep it here. So we can do is we can just
decrease the length a little bit so that we don't
see it as much. And there we go. Now this points. Let's move them to
the side again. We definitely want to have we definitely want
to have here's be split a little bit more,
a little bit difficult. There, there we go. That works. Works.
Maybe straighten this guy up a little
bit, little bit more. There we go. That's a lot better. Yes, I've mentioned are rather like change the
curvature of the hairs when we hit the decoration of the cards that have
a very like curb, the February here,
like that one. Not particularly
super fun of it. We can also erase it
would've been like one of those guys later
on in the texture which I just erased that here. But this flyways look, look great and this one
looks amazing. So that one is ready. So let's again Control S. Now we jump onto the, onto the hair itself. Now, for this hair, again, if you want, you can give it a
go and try using the thing that we saw here. If you lose this, don't worry, remember to just like check
this out and reassemble it. I don't know why that happens. I'm sure if it's a bug or if
I'm missing a point here. But sometimes to save a
little bit of memory, Maya will erase certain parts of the character or the groom's until you're
actually visualizing them. So just be mindful of that. So yes, so this one's going
to be really straight, like really smooth, and this
is gonna be our breakup. So it's gonna be a
little bit noisier. So since the noise is going
to be slightly different, this is one of
those cases where I will probably use two
different planes. I know we're not going
to save as much time as we did with the beard, but it's not, it shouldn't
be that difficult. Hopefully by the time you
are working on this part, guys, really like quite
familiar with the process. And as I've mentioned many
times before in the videos, in YouTube and further tutorials,
practice makes perfect. So the more you do this, the more you've
practiced any sort of workflow process, the
better you're gonna get it. I've done here so many
times now that it's, it's just, it's relatively easy to just follow this
sort of thing along. Let's sent to the
POC point here. Push them in space a
little bit to just get a little bit more
variation on the depth. Very similar to what we do
with the traditional guys. Very important that we have
mentioned this before, at least three guides. Do you at least need three
curves for the hares to show? You've been, if we're
doing this technique, you at least need three. This is going to
be our hair main. Let's call this main plane. Actually this flyaway
slip plane is gonna be our hair breakup. By the wave. We need to use some of the
beer to break up the hair. We can also do that
more often than not, when someone has hair, their beard and their head hair is gonna be really similar. So you can interchange
them as you want, similar to what we
did with the auger. So let's grab this guy and
this guy, the history. And let's start with this one. Description, create description. There's gonna be cold. Main hair description, placing, grab this guy's
utilities and advocates. We check this out. There we go. That's perfect. Actually, that's way, way, way, way too perfect. So let's just add more density. Again, we want to make a really nice dense effect right there. Let's go to the front
view to see the holes. That looks nice. Maybe a little bit less. There we go, no
clumping, no nothing. We just want to
keep this really, really nice and small are nice. Little bit of taper here, a little bit of paper
under roots because we do want to see how this thing
goes into the scalp. And then the tips are
gonna be thinner. And that's it. That's our main our main
shape for the hair. Nothing else to be honest. That's working perfectly fine because the hair supposed to be stretched at the back
for like a man born. Now for this one description,
great description. This is gonna be, Let's
call this care breakup. It's going to be really
similar to the other ones. So the one that we just did, the only difference
is it's going to have a little bit of noise. So again, utilities,
we add the guides. Check this out. That looks good. As you can see. It's thick. We don't need
to do any master anything. That's perfectly fine. We can work with it well,
maybe for this one, since it's not
gonna be as close, maybe we will need a mask. A little bit more densities.
So something like this. Let's add the taper. Of course. Let's set the
taper on the roots as well. There we go. Let's delete that one.
Little bit more dense, just a little bit
more just to, again, here's where the noise is
going to come into play. So let's do noise. Okay. Let's see what
cuff five magnitude. Probably like a four
should not not as much. Just a little bit
of a breakup there. So some of the
hairs that are not like they are going
back because they're held by other hairs
but they're not going all the way
back to the ponytail. So yeah, this
works. I do want to mask do I think there's
a little bit too much on the width
of the elements. I'm going to go here very
quickly, create a mask. Let's do main hair. Breakup mask. Gonna be a black mask, create. Let's go to the brush options
and of course, paint white. Safe, and that's a lot better. Now I need a little
bit more density. Again, press seven to, to kinda like, gosh, how much, how much coverage
this thing is going to have. The visibility on
the transparency. It's a very quick and easy way to get an idea of
how this is looking. A little bit to dance, maybe
it just a little bit less. There we go, something
like that because we don't want this to be like
the dense ones. Later on again, if when
you fly away, there we go, we have those ones and then
we even have the beer to have weird crazy
hair is going back, but I kinda want the top part
to be a little bit cleaner. So yeah, that's it. That's the that's the next part. I'm going to stop the
video right here, guys, because we're already past the 15 minute mark and the word, we're only missing
very few elements. If you check the reference, we're missing the, the mustache, some flyways here for
this element right here. The little tails,
the breakaways, And the eyebrows, which we know are relatively easy to do. For instance, the eyebrows. We can do the eyebrows with three planes at the
same time and then just group them all together
with different lengths and stuff and it's gonna
work perfectly fine. Yeah, hang on tight and I'll see you back on the next one. Bye bye.
27. Special Hair Descriptions: Very well guys,
let's continue with the remaining descriptions
or we're still missing. And we're going to use a very OVS to wonder
they used to record. There we go. We're
gonna be using a similar process to what we did with the previous elements. So for instance, eyebrows. We know that the eyebrows, especially we take a
look at the reference, are also going to be, in this
case a little bit smoother. Like we don't want
to have a super, super big eyebrows love
with the old people, show a little bit nicer,
probably something like this, but there's still a
little bit squiggly, like there's still
a little bit of personality to the agora
is that we want that. So as you can see, we again have thicker eyebrows,
slimmer eyebrows, and then soft diagnose, but they all share the same
similar sort of noise effect. So we can actually do a very similar trick to what we did with the beer right here, with the eyebrows over here. But the way we're gonna
do this is we're gonna do this width at three points. I'm going to have
this one right here. Remember this eyebrows,
we actually want to make them go the
other way around. So flat against the,
towards the top. This is my guide. This is what I'm
using as my guide. Like the image is
actually my guide to know where the eyebrows
can and cannot be. I'm going to select these
three planes right here. And we're going to combine
them into a single object. That way we can modify
them at the same time. Here again, we can use our
curved surfaces are here and create contributors
epi curve. I'm just going to create
a couple of folks, a couple of guides to
guide my eyebrows. So it's gonna be
one, you can press G on your keyboard to
repeat the last section 23, Let's do 44. And then for this
one that's gonna be like the middle section. Again, 123. That's too much. Three. There we go. Four last section, it's
gonna be three as well. So 123. Now, this ones right here are all of these plants
that we have right now. I want to rebuild them. Remember how we did
the rebuilt option? So we're gonna say rebuilt, but in this case we're gonna
change the options to five. We only want five a CPS. Something really, really
important here is I'm actually going to use the
length of this guy is. Let's turn off our hair
reference for now. I'm going to use the
length of this guy is to shorten them out that way. That way, for
instance, this one, it's gonna be the last one. It's going to have
shorter effect because I know I can
control the density, but to control the
length of the elements, it gets a little tricky when you're doing
this sort of trig, when you're trying to
have the same description in the same place. This is going to
shoot allow me to, to control a little bit
better. So there we go. Now let's see if this works. We're gonna select
this guy right here, say description
created description. There's gonna be eyebrows. Placing our shipping
guys kids create. There we go, grab
all of this points. And we're going to say
utilities and add guides. There we go. That's looking quite nice. So as you can see, this
little option worked. We're just going to
go into the taper, would definitely want to
tape there this guy out. We're definitely want to increase the density
a little bit more because there's
gonna be like the thick, medium and small ones. And here's where we go into the map now here for
the math actually, I think we're gonna have
a little bit of an issue. So before we go into the map, I'm gonna say Control
L to lay the UVs out because we definitely have to have independent
UVs for all of these guys. I'm going to create
a new map here. Let's call this eyebrows mask. We start with a black channel. He'd create this one, as we've mentioned before. Let's go here to the radius. It's a little bit too big. The stylus, whereas it
radius here, Let's do 0.5. This is gonna be white. Then we're going to go
meet gray, gonna be gray. And then we're gonna
go almost black. I'm just going to be
black though here. It's a little bit difficult
to see, but it's there. We save. There we go. Have moreover, one side, little bit too many right here. I'm not particularly worried about the eyebrows because I was one of those things that the that even though
there are small, that they can get quite dense, I haven't gonna
change the control whereas is huge just
a little bit though. Skilled him down, kill them and move them
down a little bit. Let's play around with
a length a little bit. Let's just shorten them up. I'm going to go for a low length for this ones right here, lower the density as well. Then over here, I'm going to use the the length of the guides again to push the eyebrows up a
little bit more, doing a little bit more density. Noise wise. I'm not sure
when to add a lot of noise. So Blade 2.5 just a little bit. Let's suggest a
little bit of noise. There we go. That's
so that's good. Maybe 0.7 or something, just a little bit of something. I do think they're
a little bit thick. I'll rather have multiple
planes and lay them together. So I'm gonna go
here under, under ruthless war and just thin
them out a little bit. There we go, That's
a lot better. So those I think those
are going to work just fine. At any point. I can just cut some of
this guy's often and have a couple of different pieces
seem to be working fine. You can of course
tweak them more or less as much as you want and, and get the best
possible result. For this one. I'm going to leave it like this. I'm really worried
about the beer. Just quick check here. It's in the description.
Make sure it's still there because
as you can see, it's sometimes just
disappearance. It's a really weird
at the fight, but just going through the descriptions kind of like
updates the whole thing. There we go. As you can see, we already have this sort of square effect that
we're going for. I'm gonna go here to
my options, are ready, and let's change this to
two K squared. There we go. So I know that
eventually when we do the square like setup, I should be able to get
all of my hair's into a nice single
texture and utilize as much space as possible. Not yet though. Not yet. We still have a couple of
descriptions to finish. Let's go through a
reference again. Flyer ways. We needed a quick flyaway and then we needed
to master dishes. Three most searches
for the master chess. I'm seeing it in a
very Mexican way, three master shifts and Dan, Dan two of this
almost right here, which are gonna be
little break tails and the indent this
case right here. So let's start with
the bright tails. I think we haven't done
the retails and we can use our current trick
really, really nicely here. This one's going to of
course be pointing down. That's perfect. You can actually
go like a really, really crazy with your
construction here with a crypto epi curve
can be like one and then gene to train. For. One of the cool things, again, about this technique
is that you get a more natural effect
for the whole thing. So for instance, to
save a little time, I'm just going to
duplicate this curves, move them to the side. And then what they can do is just tweak their
positions a little bit. Let's turn this off
for just a second. Let's censored at
points and everything. So it's this year to manipulate. You can just grab
some of those guys. Soft selection with
V. Move this around. And then just like baristas
to one side or the other, that way we get to small
different options. Now, these are gonna be
very similar, right? Like in a very
similar fashion to what we've talked about,
the beard and stuff. So why not just make a plane already that's gonna hold
both of those descriptions. So let's push this to the side
and this one to this side. So that way we're not contaminating the strands and it's a little bit
easier to manage. Let's call this, let's
call this a brave. Great tales. There we go. Let history first
transformation. Grab this creating
new description. Brave, tail. Description, placing, create, select all
of the curves. The curves here go into
Utilities and add guides. There we go. We do this and that we will get, we're definitely
going to need to add more descriptions here. As you can see the issue that we're getting here,
It's very common again, to get this as the
plaintiff's trying to place more elements on the center of the thing. Definitely
don't want that. So we definitely need
the massless called this bright tails map create. Let's go. I accidentally selected
the white color. No problem in this case. It's just a matter of painting out or just make
everything black. Same deal. Just paint everything black and then go back to white. Paint like that guy. There we go Save. That's really weird that we're getting so
many descriptions, right? There. Could be
the size as well, sometimes some sense
due to the size of the, what's the word of the effect, we'd get this sort of thing and it's really annoying
to be honest. Really, really annoying.
Let's see if that helps. No, not really. Yeah, theme we're gonna
have heard this ones. We're gonna have to
go traditional or, or, or we could just
delete one of them. Let's go back a couple of steps. Before we were doing the math, I was trying to save
a little bit of time by doing this in the same plane. But since they're really, really small, it could
be a little bit tricky. Let's see if my other son crash. Give me just 1
second. Here we go. Let's just let's just start over here on the descriptions. Let's just delete this
break till description. We might need to have
a different one. That's fine. Another
option, I mean, this is not something
they would suggest doing because it's going to
occupy more space. Well, we could do the breath feels like really, really big. I don't think it's
really necessary. So let's try again
with just one. Let's do modify, sorry,
create epi curve. We're going to create
this very nice little break, break tail. Most of the points
should be coming from the same position because it's supposed to be at a breath. There we go. Let's rebuild
the things as well. I think I missed that one. Let's reveal five points
should be more than enough. Let's create a new plane. Let's multiply it down here. Rotate this around. We go. If we want to be
even more specific. Remember, we can grab,
like we can say, grab object mode F7, grab all of the control vertices appear snapping together. And let's keep them
a little bit of more fluff here on the center, the pivot point for all of them. Because I am What's
really sure that we did this properly? Let's just redo it a little bit. See if that helps. There we go. Grab this guy description.
Let's create Description. Tails. Let's call this BQ. Please them create, grab. This guy is utilities
and other guides. Let's take a look. Okay, That's better. Now technically, if we increase
the density, there we go. Now we go, we're
looking for, of course, we're going to add
the taper that we don't really want to add taper on details
here because again, these things are gonna be on the little metal thing and technically are coming
from the big strands of hair. Remember how the big
strands of hair right here, they don't have any thickness. So we want to kind
of follow that same, that same effect
increases a little bit more and maybe just
a little bit of noise. So very quickly
here we have noise. Let's do three. Just to add a little
bit, a little bit of variety to that, to the tips of the bright tail. That's it. That's pretty much
it for this one. We could do this in
the same thing that we did before for the ogre, we could duplicate or
saved as description. Remember, because we
already know how it works. So we can just go File Export, collection or
description, description. Export this to our
descriptions right here. Let's call this bright
tail description. He'd save, export. There we go. Save. Now I'm going to create
a new plane right here, a little bit further apart. So we can tell we don't collapse with
this guy right here. This one. We're going to do the history. We're gonna say description,
create description. Let's call this
tale description. Placing, shipping
guys hit Create. There we go. Here we can say File, import, collection
or description. We import from our project here. Action descriptions. Whereas it place
it somewhere else. I think I'm either misplaced it. That's weird. I thought there was here
with the merch description. Just like I did. I did not save it properly. Give me just 1 second guys
to check this real quick. Because it is useful to be
able to import an expert. Thanks. Weird. It seems like I didn't
export. Okay. No problem. Let's just go again to the
brief description of V2, which is this one
right here, right? Yes. I'm going to
say File Export, collection or
descriptions inscription. Yeah, that's the one here. Let's call this description. This description hit
save and export. Yes, Okay, Here, since File import collection or
description description, add description by and select
the geometry at it here. Okay, yeah, we should
be able to find. That's really weird. I'm not sure why it's not
saying you guys, to be honest. I'll look into it, but I'm not really sure where
it's not saving it. Let's very quickly. What's the word? The
next curves right here. I'm gonna go here with
my again, my EP curves. Let's just create a
nice little break till we go. So technically this thing should already have
a description. So I'm just going to
grab this guy or go into the ray till b description. Here we go. Go into Utilities. We've got this guys
and say Add Guides. We go, We definitely need
to add the density here, taper and the noise modifiers. Noise modifiers. There we go. Three. Perfect. That's it. Let me
say real quick. I'm not sure why that
description is not being saved. Maybe it's being saved
somewhere else for some reason that they
shouldn't be doing that. But that's it. We're pretty much have we done with
the descriptions? We're just missing a couple of flyaway here for
the domain here, the most attach and then the
breakaway strength here, which are gonna be for that
for the board or offer hears. So we're gonna finish that on the next section and then we're gonna have
proceeded with the bake. So hang on tight and I'll see
you back on the next one. Bye.
28. Final Hair Descriptions: Hey guys, welcome back to
the next part of our series. We're going to continue with the final hertz descriptions. We're just missing the mustache, the what's the word? The stairways here
for the domain here, and a couple of just breakups
on the roots of the horse. Furthermore, such I think we can do the technique that
we've done before, which is the big plane. And we can just paint this up. I think it's going
to work just fine. Make sure that the
plant is not aspect. I'm going to press R and click to change this to object mode. And that way we can
scale and it's normal. Actually, I don't know why I didn't have a
car and I turn on. But there we go. Now
the only history for social aeration
and there'll be what? You know, the drill. And now it's a matter of drawing the mustache
lights, right. So I know here in the drawing I gave them
different directions. It's better if all
of them are in the same direction
because as you guys know, we can just flip them and that's fine. It's exactly
the same thing. I'm gonna go here to
corpuscles, Epicurus. And since we're going
to just wait, let's, let's try and keep
the flow that way. So G, two more lines, G0, they're gonna have
pretty much the same. What's the worth?
The same length. It's just the density that we're going to
change channels. You guys know, that's why, that's why this
technique is so good. So again, gene, Let's
do a couple more here. As they get, like a
little bit looser. We might do is we might break up the way they worked
a little bit more. For instance, those four are
fine and it's just gonna be like the waste per se, but just like very, very Lucy, Lucy here. Something like
that. There we go. Perfect. Let's grab this
guy H to hide it. And again, just to be a
little bit of depth here, I'm pressing Shift and
middle mouse click. You don't have to
see the gizmo to actually push things around. A little. Maybe navigation
trickier in Maya, you can just select an object and then just press
Shift and middle mouse click and it will know what direction you want to go. And spell work, quite nice. So let's just freeze
transformation here. Let's call this mustache plane, or we go, we're gonna go to church and
creating the description. Description. Oh my bad. I created the description with placing using controls
within one, that's mustache. Description B2. There we go. Splines randomly. Sombreros, that's
great. There we go. Now we've got all of the lines are all four elements
right there. And we're gonna say utilities. Guys. There we go. That's our
most such looking good. Now of course, when
you took out the plane and we're going to
paint a little mask. So create the map. Let's start with black and
we'll call this mustache map. There we go, Create. And we're going to paint white. Let's make this a little
bit bigger. Let's get one going to be white. Then half is going to go there. A little bit less than half. It's gonna go there,
save and update. And there we go. We can play around with the
density a little bit and it's got a
little bit denser. I do want the edge to
be a little bit nicer. Let's go with four. Sometimes I will prefer
to go a little bit higher because I know
that the taper here, for instance, is
definitely going to change the way that
the hair looks. So President or seven displaying, we don't need
anymore than its height. It I think I do want to have
a little bit more length. So I'm going to push the
length a little bit here. And that's it, that,
that looks pretty cool. Nice thick mustache right here, semi thick and then
quite thin on this site. Now as you can see the
hairs here, I mean, that's not super ideal because they're at
different points, but I don't think it's
gonna hurt as much, especially for this one
which is more like flyaway. I think it's gonna
look quite fine. And we're gonna go to
modifiers, of course, and we're going to add a
very nice noise modifier. Probably like a 3D or maybe like a file
just a little bit, a little bit more
crazy looking length. Now I'm going to keep the
length look the same. I think, I think
we're good there. And that's it. That's the mustache. So that
looks, that looks good. Let's save this real quick. Which by the way,
remember you guys have access to the scene. So all of the things
that I'm doing right here should be working
for you as well. Let's take all of the
geometries and turn it off. We don't have to
worry about that. And we can see, look at
that beautiful hair system. I know it's thinking it
was probably like an hour, but an hour is fine, like working on the
hair for a character for an hour, it's
perfectly reasonable. We are inside the normal time. Now artists will take to
do this kind of stuff. So I know that it might seem a little bit
tedious and that's always one of the things that I struggled with when recording this order tutorials that I need to make sure that they're as
entertaining as possible. It at the same time, I need
to show you the reality of things and things take
time to look nice. So don't, don't worry if you're taking a long time
to get this thing done. We need one more
straight away over here, just like flyways
for domain hair. And then we need the breakup here to we're gonna
have over here. Let's start with the
breakup. I think that's the trickiest one because if flyaway we've already done and actually we can
use this flyways. I'm pretty sure we can
just recycle like half of this for this area here. And that's probably
what I'm gonna do just again to save
a little bit of time. So I'm just going to do
another plane right here. For this one, this
is interesting because as you guys know, we have a certain
hair that goes down the beard and then we have certain inherited goes
up like this here, right here, and the
eyebrows and stuff. So it might be a good idea
to have two systems here. One breakup going up and
one break up going down. Just for the direction
of you guys. Remember the direction
that we can do with the maps that
we normally bake? I think this is gonna
be good for us. I'm gonna pick up
this one right here. This is gonna be breakup up. This is gonna be breakup. Down. There we go. So both of them makes sure
that there's no history, no nothing, just clean.
Start with this one. Description, create description. This is gonna be again, placing a shipping
guys just hit Create. In this case we didn't
create any curves. So I'm just going to create two or three little guys right here, because this is more
of a random sort of hair that we want to create. So it's just a little bit
of break up like this. Let's add the paper. Paper on the route. Maybe a little bit longer, just a tad bit longer. And we're definitely
going to use some noise. There we go. That's perfect. Yeah, when we see it from the
front, that sort of effect, that's perfectly fine and even having this
thing right here. So we can generally
like to move planes and play around with
where to position them. I think those also pretty cool. I don't want a little
more noise though, not that much,
that's way too much. So let's do too well. Let's do two. There we go. That's a little bit better
and we still have a line right there that goes
through the middle. Maybe they're a
little bit too long. I'm gonna keep it on
a little bit shorter. I cannot see them a
little bit too thick, so I'm going to thin
them out just a tad bit. There we go. Same thing over here. We're gonna description,
created a description. This is going to be hair. I didn't create the
description for the L1 like properly, I called
description three. So let's call this
breakup down description. Create at our splines. So 123, we go more
density, taper, root, tip. The mother fires. We're going to add a little bit of nice. We go and we use, I believe
it was two on the magnitude. Hey Thor, my doctors walked in. There we go lengthwise, just a little bit
longer and a little bit thinner as we had on this one. This is the beards, so I actually want
this to be a little, as you can see,
they're more clumps. I didn't need a little
bit more density. I think I'm going to add
a little bit more density on the beard because
of your syllabus. Obvious like this, sort of like breakup when you
shave and stuff, you sometimes leaving
a little bit of like a couple of Harris
not nicely caught behind. This is the kind of
thing that we want to have some towns with less length. There we go. Again, turn to fire. I mean, there is a little bit of a split of space that
we can do there. If we wanted to be a little
bit more exact here, let's call this
beard breakup mask. Let's start with white. And then on my brush,
I'm going to use black to paint out
there in the center. Save. And that should give
us the easier way to cut this thing in half,
as you can see there. So that way we can
have two little carts and that's gonna give
us a better effect. So there we go. We have a lot of variation
now for the whole thing. And that's it. Again, if you like, any of this, like things disappear,
just go through, follow the elements right here and they should appear again. Where it said,
mustache, there we go. There we go. So now
as you can see, all of our elements are present
and we're ready to jump into the actual creation
of the maps that we have already done this
a couple of times before. So it shouldn't be
that much of a deal. I actually, let's start with
just a very basic celebrate. Now, I'm gonna go back
to our channel box. And let's go to our front view. And let's just start with the
basic camera set up here. Remember, if you turn on your little display here,
that's already a 2k. We already set it up, up
here on the render settings. Remember, Presets
choose k square. We can do for kids by the way, I think I'm going to do for K. I know this is gonna take a
little bit longer because the debates are gonna
be way more lengthy. But since I do remember texturing the
character off for K, it is good to have the hair at the maximum amount of
elements possible. And sometimes it's better to do. I call this bakes. I know I called him baked or not based on the renders, the maps. But it's better to have
it like them, like this. Because what we can
then do is we can work with we can downscale
if we need to later on. I'm gonna go to object
display on the camera. Select the camera right here. Let's go to display options. And let's say 1.8
on the overstepped. There we go. Now we
can really assuming here and try to get us
much detail as possible. Perfect, something like
that should work just fine every single Harris
inside of the element. And look at this
beautiful hair guard. I mean, compare this
to the one we did for Merck and March. It was cool, but this
one's even cooler. Look at how much
extra information we have here on the character, the beard, like
this short mustache and beard, they look similar. That's very important. And then this one's right here. Everything's playing nicely. I think, I think we're going to have a great, great group. This is one of the
things I want to mention before I stop this video, guys. Your characters groom your character's
hair is going to be as good as each individual
step throughout the process. So if your first step, which is displacement or
actually the first year, will be the reference. If you circumstance which is the placement of the guides and the creation
of the FDA hair. You do, do Russia
or you do it very, very poorly, then it doesn't matter how cool or how nicely
you place your haircuts, the hair is going to look awful. That happened to me when I
was learning back in the day. I was really impatient about this whole process and I
tried to rush it and I tried to go all the way into placing the cars because I wanted to see the hair
on the on the engine. And I realized later
on in life, of course, I realized that
the better you do each individual step of
the three-step process, the better the result is going
to look at the very end. So I'm gonna save
this real quick and we're ready to
go look at this. All of our collections are ready to go, as you
can see with it, like 36911 collections, very normal for a character like Sam Ross, the
one that we're doing. So hang on tight because on the next one we're gonna
take a look at the big. So we're gonna do the QuickBooks and then move on to the cart. So I'll see you back
on the next week.
29. Creating The Textures: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the creation of our textures and
our descriptions here are looking amazing. They're very cool. I think we're gonna
have a great bake. But now, if you guys remember, this is a little bit
of a different bake in the merge with the ogre, we did a specific big which
was using the I would call it universal hair approach like normal map and be the
occlusion itself. And we can still big
those maps, however, as we saw at the beginning of this chapter with the
Unreal Engine five set-up, we actually don't
need all of those because the, the shader itself, there's a lot of magic behind
the, behind the curtains, and we only need the following
maps. We need a color map. We need a alpha map. Preferably, preferably,
Preferably we want this maps to be
separate maps instead of having the same target file. So I'm actually going
to save them as JPEGs, separate JPEGs,
colormap Alpha map, we need our depth map. It's very important that
we need our object ID map. We need, or we would benefit
from having a roadmap. So all of this are the maps
that we are going to need. I'm going to save the scene. I usually went around working, especially when I'm getting
into the render part. I like to I like to save us different files just in case it gets corrupted. I always have the
backup already. I'm going to go up all
of the descriptions right here, and let's
start with a color map. So I'm going to assign
a new material. It's gonna be an
Arnold AI center, not sorry, it's gonna
be a new material. Gonna be an AI standard hair. There we go. We're going to of course
add our light because we need at least a very basic
like just lightened no HDR, just like this, just a light. And if we were to hit
render right now, we'll get, of course a result. There was just a black shirt. Now remember it's
just gonna be heavy because we're working
at 4k resolution and you guys know the fork is
not double the size of two. K is actually four
times the size. That's a very common misconception when I'm
talking about maps. Have you think about
like a one K-map that's 1024 by 10242. K-map is 2048. By 2048, sorry for the hand grading, but as you can see, it's four times a four K-map is four times the two K-maps. So It's gonna be a little
bit longer as you can see, but look at the fidelity of
the pixels we're gonna have. So as such, an amazing
fidelity array. Now, we're getting
something somewhere. I remember this little book that we'd sometimes get. That's fine. Let's save the scene. Let's go to our tool here. And we're gonna go into each
individual thing right here. Just to kind of update it. For some reason they
just freaks out. Let's go here. Let's hit our render or BYU
and I'm gonna say Windows, sorry, I'm gonna say
update full scene. We should get a. There we go. So now the descriptions
are properly working. I'm not sure why that happens. Smart must be a
bug or something, but just keep in mind that we might have to do this
every now and then. Yeah, there we go.
As you can see, this is the four K-map. Still rendering of course,
but it's super clean. I don't think we even need to download like downright the
samples or anything because, I mean, the amount
of pixels that we have is just so, so much. Of course it's going
to look amazing. You might not be able to do for K maps every single time
for your characters. I always recommend my
students that they do like if you have the option to decide the size of your maps, always go for the
higher possible once, because it's going to look amazing and your
portfolio is going to really stand out. But in production
you're not going to be working with that
sort of resolution. Now, this right here,
as you can see, the alpha channel is not
there. And why is that? Because we forgot to select
the HDR and on its options, remove the visibility
on the camera. So before we do another render, because I want to save
the same image twice, we're actually going to be doing this in Photoshop as well. I want to do the color. I'm going to grab
any description, goes into the standard here. Let's call this Sam Ross. Here. Mtl just to material. And we're going to use a preset. We're going to go for rent. We're going to go for
a sort of a red color. And as you can see, we get this. It's not exactly
red, as you can see. It's giving us some nice
variation on the totals. You can see a little bit of
a darker red ray theory, but it's not really giving
us the red that I want. I'm gonna go back here
and in the melanin, a randomized, let's add a
little bit of melon randomized and also make it darker
like a dark red color. There we go. That
should give us that. That's a little bit
closer to what I'm looking for. This
sort of like nice. This one looks a
little bit brownish. Now here's again for the color. Don't worry too much about the color coding is one of
those things that's very, very easily fixable
instead of Photoshop. So no need to worry about
not getting the exact color. What you should be getting or what should be worrying
is, for instance, this melanin randomized, that's the kind of stuff that
you really want to go for. So that way we get some nice
color variation on the hair. I know it's looking a
little bit yellowish, but again, don't
worry about this. We can fix this in
Photoshop very, very easily and we're gonna get an amazing, amazing effects. So let's just wait
for this render to finish and we'll save
it as a target file. And then in Photoshop,
we're going to split it into two different channels
because you guys know that this one already has the alpha channel for us and it has the nice transparency
they will want. So we're going to be extracting
this inside of Photoshop. Let's just wait a couple of
seconds for this to finish. We're ready to go. As you can see, even
though it's fork, I mean, my computer, it's a
rice and 505800th. So relatively
powerful processor. Look at this, this must have just gonna look
at Mason as well. Like all of the variation this. I'm getting excited just seeing the textures because I know that this is going
to look a really, really good ones to
character has it? Yeah, I'm just gonna
say File Save image. And we're gonna save this
on our assets folder. I'm gonna say this
on the assemblers, Assembler us, a thief
link for you guys. So this is here. Let's suppose Sam Ross, Sam Ross here, color. That way. That's one of the easy
ones, like the color out. Now let's go forward
with some of the more complicated than once. I'm going to go up again
all of the descriptions. Right-click, assign
new material. And now we're gonna
assign one of the AI utility materials. In this AI utility material, what I'm gonna do is I'm
going to select this. I always forget
which one of this, but I'm pretty sure
it's the uniform ID. Now when we render well, we should get is
a different color for each specific strength. It might seem like we're
getting the same color. And yes, I mean, the odds
of getting the same color since we have so many
fibers are quite high. So you might get this encoder for one Fiverr or the other. This is going to allow us
to create an individual of information for each of
the strands of hair here. So there's a second, as you can see,
quite, quite nice. And again, one of the things I do think I mentioned this in
one of the other Beatles, but one of the great things about this process
that I'm showing you guys is that since
we're not baking, we're not gonna be getting
the anti-aliasing that we, something's good, or the aliasing that we'd sometimes
get away with bakes. This gives us a really,
really clean image. So that's, that's one
of my little secret. So now it's your secret as well. This is going to
be the object ID. It will be, we need to make
this black and white though. Very easy way to remember this, of course, in post-production. So let's stop that. So that's three maps out of
the five that we needed. We check our little list again, just to remind ourselves
which ones we need. We already have the color,
we already have the Alpha, we already have
the OBJ object ID. Now we need the root color. Now for the root color, I'm actually going to grab again all of those
guys right here. I'm going to assign
a new material. We're gonna assign an
Arnold AI flat material because we don't want
any light information, we just want black and white. And that way we know
where the root is and where the tip of the element is. Here on the color, we're
going to insert a ramp file. And as you can see, that's
exactly what we're gonna get. So technically, if we were
to render this for this, I do recommend having a plain. I'm going to bring a plane but just to see what's going on, because sometimes it's a
little bit difficult to see. Let's go to perspective view. You know what I forgot to do? I forgot to bookmark.
There we go. I forgot to bookmark. If I had moved the camera, will have to do the begs again. Now this one, I'm
also going to have to add a new material, just a flat material. And it's gonna be like a middle gray so that we can see
the white and dark. Now, if we were
to render this to this amazing map does giving us already the sort of
stuff that we want. Now the beautiful
thing about this map, and this is, again the, if this thing is some things that I've learned
throughout my career, but some of them are actually
like my own invention. And what I discovered is that the strands to curves that
we're rendering from action, they actually have
information on where they're starting and finishing. Back in the day I used
to do this manually. You would have to assign
a different ramps, two different strands of
hair so that you would get the specific effect
that you want. Here. Everything's automatic
because as you can see, it knows where things
are being born and where things are going
are flowing towards. It makes our jobs. So, so, so much easier by using this method was gonna stop
this right here File. Save this image, and we're gonna save this image
again in our Samra. Thankfully, this is going
to be Sam rose here. Root, root. Finally, this is a tricky one. The depth, the depth is one of those tricky ones because again, when we used to bake
these things down, instead of using this
method, you wouldn't have to select things
in a very weird way. And there was, it was
quite complicated. So this is the method
that I came up with and it's you don't even need
like any other material. We can use this material assets. The only thing I need
is to have the plane. I usually like having
it close to the hair, so it's a little
bit easier to find the furthest point
based on the value. So I'm going to have
something like that. And we're gonna go to the
Options here, to the AOVs. We're gonna select the CAO V and we're going to get it
into our information. Now we render it or
look exactly the same that the route
information is going to read exactly, exactly the same. But what's going to change
is now there's some channel. We've pretty much uncovered a channel that
already was there, but it was not available to us, which is called the CDF channel. This channel right here. That's gonna be our there we go. Our challenge, of course, wait for the render to finish
almost there. There we go. The problem with the
C channel is that it's usually a 32-bit
displacement channel. So if I were to
go to the pixels, you can see that if I
select any place over here, we get this on the
seat challenge. We're going to see
the value is 1003.79. If I start moving my mouse, you're going to see again
how this trends of here, like come into position. So they're 999.419010.12. So the variation is very small. And if you were to use this on a compositing software
such as nuke. It will work just fine, but
here it's not gonna work. So the numbers that they have found that
word really nice. It's minus ten on exposure. And then lowering the Gamma. What you want to see or sorry, I think you need
to wear the Gamma. I just want to kind of
see the strands of here. Now, thanks, might be a
little bit different. Because we are now at
a different scale. There's a minus 12. What do you want to
do is you want to try and find, oh yeah, rot, very important.
So minus ten. And now we should be able,
There we go, That's the image. So 0.03, this is like the
magic numbers that have helped me because that way
you get some nice variation. So again, 0.04.03.02, that's the kind of
value that you want, that you want to save
this sort of like great home because
as you can see, the plaintiff is Breyer, very subtle The greater than
the rest of the elements, but this is where we need to go File very important
Save Image Options. Make sure to save with
this, apply gamma exposure. And we're gonna save this image. Depth Map, Sam Ross, depth. There we go. Now we jump into Photoshop
and there's a couple of things that we need
to tweak over here. Let me open our textures. Here. Sam Rosen,
let's start with the depth because that's
the most important one, are one of the most important
ones for the deaf channel where we need to do is we need
to do a levels Control L. And as you can see,
this is very important. Remember that the
levels show us where most of the values
for our pixels are. As you can see,
most of our vowels are living in this area. What I wanna do is we want
to crunch those values. I wanted to make
sure that all of those values are being pretty much like move through all of the elements that we
have, something like this. So that way we are going to have lighter hairs and darker here. So I'm gonna hit, okay,
I'm going to press Control I to invert
this because we definitely want to
have, here's be white. I'm going to hit
Control elegant. Now you can see that
our levels have been like they changed
a little bit more. So I'm gonna, I'm
going to bring some of the darks down because I really want to
have this sort of very nice contrast effect. Like I wouldn't be able to tell which hairs are on the top
and which are on the bottom. So as you can see with this, we're gonna have some really, really nice hairs here on
the top and some really, really nice here as though
down there on the bottom. So very, very important
to save this. Look at this beautiful. It might look like an
ambient occlusion, but it's not ambient occlusion because with ambient occlusion, you get the shadows and this
is not what we want here. Control Shift S to save this. I'm going to save this
as depth remapped. Just know that this is
the re-map channel. I usually like to keep this one just in case
I need to tweak it. Because after you save this as an eight-bit image
such as a JPEG, then it's gone like
the information has gone and you're not gonna
be able to recover it. So always keep a backup. So I'm gonna say
Save and 12 pixels. Now I'm going to
open the ID map. That's the other one that we
need to fix for this one, easy fixed Control Shift view. That's it. Just Control Shift U. And that's going to
change the values from color to black and white. And that's what you want. This one, you can
actually say one thought because we really don't need
the color for anything. So just save on top
and that's fine. Finally, we want to
open our hair color, this one right here,
and we went to tweak it a little bit because it's
not as red as I would like. So that's the first
thing I'm gonna do. And I also want to save the alpha channel as
a different channel. Where is my alpha channel? You know what? I
did not say this is an alpha channel now,
is that the problem? Is that going to create
a lot of problems? Yes and no one thing
we can do is I can just hide this plan. Go back here because
it really doesn't matter where did you get
the alpha channel from? Let's go back to
I mean, whatever. Because when they do this, when I do the alpha channel,
it really doesn't matter. The exposure doesn't matter,
the gamma doesn't matter. It, nothing matters because the, the alpha channel is
just transparency where the hair is and where
the hair is not. So let's just wait
for this to render. Just a couple of more seconds
because it's flat image, its root would just stop this. I'm going to say
File, Save image. As it sounds gross. And let's save this
as alpha dot TGA. Very important thought TGA. That way. When we go to Photoshop
and we opened that one, It's gonna be here on
the alpha channel. That's what we want. I'm going to go through the
alpha channel and what I'm gonna do is I'm actually
going to select it. Say Control C. And then I'm gonna go to any one like the Alpha and
say Control B. So now what I've done
here is I pasted the alpha channel as
color instead of alpha. I'm gonna save this as
the alpha channels. So here we're going to say here, alphas to black and
white image that has the information
of where the hair is and where the hair is not. It turned out off and now we
can focus on the color here. What I'd like to do
is of course you should always keep a
copy of your layers. I'm going to duplicate it. I double-click to freed little, like little lock, and then I Alt click and drag
to duplicate it. Or you can also click,
right-click and duplicate. And this one, I'm
going to hide them, going to lock it again. So in case I ever need to go back to the original
color there it is. For color, easiest way to change color control you control use gonna open the little
Hue and Saturation window. Either flow want to saturate
this a little bit more, and then we can change
the hue slightly. And that's guys. I mean, just look at that
beautiful color. Super flat, no light information like amazing
variation on the hair. It just looks edges looks great. So I'm gonna hit, okay, now
one thing I'm gonna do here, and this is going a little
bit over and Albert the top, are going the extra mile. I'm actually going to
say Control Shift U again with control you again. I'm going to desaturate
this because I want to have probably make it a
little bit lighter as well. I don't care about the black black background either because I do want to have some hair like this that's gonna be
like desaturated. So I'm gonna save this
asked Sam Ross hair color. So if I wanted to do
some Massachusets are some lines that are a
little bit like lighter. We can mix and match the
cars and create something. Let's see how this
looks. We might not have it on the final look, but it's always good
to have the options. This of course will mean
that I'm gonna need a, actually think of it. It's not going to work
because we will need to care to care systems. So yeah, unfortunately that
will be quite expensive. So now we'll keep it simple. Keep it just like with color. Let's save on top of
this and there we go. That's a really nice, really nice orange color. If you need to lighten up or darken it or whatever, we
can do it here as well. We've talked about
this one before. If you want the roots to
be a little bit darker, we can just drag like
a nice dark color with a soft round brush. I don't think I want to
do that for the hair. Maybe just a little bit,
maybe just a little bit. Let's play around
with blending modes. There's probably gonna
be like an overlay. I'm going to make this
a little bit bigger. There we go. The beard definitely, I definitely want the
beer to be a little bit darker on the root. Now this is also something that we're gonna do with a root, the root channel, the width it, but it's always good to have the extra little effect here on not on the tips
that tips would be, will not be effective. Just a little bit there, in just a little bit
on the eyebrows, maybe the outbursts,
not that much. And of course like lower
the intensity and prob, we're gonna say 40% and
probably go into Filter Blur, Gaussian Blur, and just
blur the **** out of it so that we get some nice transition and
it's not as intense. So yes, you can see that's a little bit of an extra depth and that's sort
of like shadow we think always helps
with the depth of the hair because it makes it
look more more interesting. So, yeah, that's it, guys. 20 minutes took us 20
minutes to do this bakes slightly different than the ones that they're good
for Merck for the ogre. But as you can see, our sheet is completely, completely ready. Another thing you can do, I'm not gonna do it because it's gonna take a little bit longer. But I'm just gonna
show you this trick. If you need more variation, after you've done this, you can go to each
individual hair strand, make sure you select
the exact same region. And you could duplicate
certain areas of the element, like let's say this
and then play around. We'd like scales and the
movements in stuff like that. You can do stuff like this. And that way you're gonna
get other variations of the elements so you
can mix and match. Like the fact that we only got this descriptions
from Maya doesn't mean that we can't
create more variations here instead of Photoshop, for instance, I wouldn't recommend trying to paint
them by yourselves. Some people have shown me, so I'm going to take these were they paint the hair cards? That's not as good
because you can't paint object ID or you
can paint the depth. That's why the 3D is so much better and you get
some better results. The Yes, sir. Just just
keep that in mind. Okay. So that's
pretty much it, guys. In the next one we're
going to build a card. So we're going to build the cards first and
then weren't kindly have probably another video
where we build the chunks. And after that, it's time
to start placing things. We're halfway through
with this chapter. I know that it's a lot of steps and I just want to show
you the whole thing. Make sure that we're
not missing any step, that you can replicate
it exactly as I'm doing, so yeah, that's
it for now, guys, hang on tight and I'll see
you back on the next one. Bye bye.
30. Creating Hair Cards: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the creation of the hair cards. So we have the textures, we've finished with
the descriptions. It's now time to go
into the haircuts. I'm actually going
to be opening the setup that we have right here, which is the one
with the character. There we go. I'm gonna keep this
geometry for an app. I'm just going to add
a new layer and change this to a template
layer so that we know that that's where the
geometry supposed to be when we need to
reference it, of course. And we're gonna go
to the front view. I am going to bring plane, screw the new plane right here, scale it up, move
it to the side. I'm going to make sure
that this is rotated 90 degrees and we're gonna change the dimensions
back to one, Let's say complete solid, plain, assign new material. We're going to go
with a Maya Lambert because we don't want to
have any sort of anything. We're just gonna go
here to the color, went the one in the
glossary and stuff because we know that the real
thing is going to be in a real we
go to the Assets, Sam Ross and we're going to
plug in the the color tests. So this is the color
alpha. Hit Open. There we go. Now, here's a small
problem in this one, we're actually
using a JPEG file. And so photography, Maya doesn't know that this is
supposed to be transparent. We need to go to
the transparency and that the
transparent channel, which is gonna be the other little image that
we have right here. The only reason
why I'm exploring this as two separate
objects is to make it a little bit
easier instead of far into the front wheel. But you can actually have them
in a single file as well. So you want to save this
as a single target file. You're welcome to
do so. There we go. Just scale this up a little
bit more so that we can see the general scale
of the element. Looked at the quality
of this hair. Amazing, amazing, amazing. Now let's start cutting. I'm gonna show you
a different one. We've been doing a
couple of cuts already. We did our first with just
the cut to lay believer, we just split it into
different sections. And then for the next one we did just create new polygons. And this one I am going
to be using the G2. And you can just
let go right here, for instance, as you can see, we can actually find
one line that goes right in between the
lines. There we go. Just make sure that
that's perfect. And then I'm going to hit
this guy and say Edit Mesh. I'm actually going to add the detached button to my shelf. To add the button to the shelf, you're going to press
Control Shift and click. And that way it's a little
bit easier to just go here. Now when I add my a cartilage, you can see it's only going
to cut the actual elements. So same here. Let's just detach those. Let's cut those. Detach. Well, let's cut those. Those like the edges. Detach it again, right
here and right here. Select them both and
detach over here. Same deal. This one's a little bit easier because they're just a straight. So we cannot really just like cut at the very
border that we working on, say a little bit of
time when we're doing the actual creation
of the haircuts. For this ones. Let's just do fetch this one. Go. Let's add a couple
of lines right here. Perfect. So another option, just grab every single
edge and just detach. And that way. Now every
single empty island we can just select and delete. If you have two
choices a weekend and go with the traditional way, which is just push
the polygon score. In this case, I think
it's going to be a little bit easier if we
just start calling. Now here's something I
didn't like contemplates. But it might have
been a little bit of a mistake to do this
because as you can see, the hair card is
gonna be slightly oriented in a different way. It shouldn't be that much of a deal because as you guys know, the most important thing about haircuts is the transparency. So the shape of the polygon, It's not, shouldn't
impact as much. But just keeping in mind sometimes some productions
might tell you, Hey, we want to
keep the hair cards as a square as possible. And of course you need
to adapt to that. So here as you can see, I'm
just adding a couple of extra polygons and the pieces or I know that we're gonna
be eventually calling. And that's gonna say
me quite a bit of time with the actual
creation of the cars. I'm gonna show you a nice
little trick here too. Because as you can see, there's a lot of
divisions on this one. So it might be a
little bit easier to select the opposite one. So I'm gonna select
the middle ones and then shift select
everything else. And that way we just are left
with those specific areas. And for this one,
I'll just select those and then shift select
everything else and delete. Now for this ones, right now, I'm just going to go with
it and do this slanted, sort of a slanted haircuts. This are for the mustache. Again, not completely
worried about this. A lot of people prefer
to keep their cards, again like straight because
we can just bend them. That might have been
other thing that we could have done because
it's really not a big deal. The other thing we
could do is we could just rotate this thing around, like if we detach them,
of course, attach. And now we can just rotate this around and create like
another haircut should be exactly the same
like this shouldn't be creating any issues whatsoever. But what if we get any
issues, we will fix them. Of course. There we go. Now, as we've mentioned before, one of the important
things is to give some divisions to
the whole thing and make them look a
little bit better. So I'm gonna go
here to mesh tool, Insert Edge Loop, and we're
gonna double-click here. I like usually five divisions, so we get six sides
on each card. On this guy's,
especially the hair. For the small ones, we
don't need as many. Probably going to go with two, like this guys right here, here. This ones, we can actually
cut a little bit more. I'll talk about
those ones later. For this one, it's
like the small ones. I'll talk about later. The most touch I'm
definitely going to add 22. As you can see, we're creating
this sort of grid shape. It's definitely modify some of those elements because we're
looking little bit weird. And I'm actually going
to add two divisions to every single
hairstyle over here. You might be wondering why. The reason is the here
that we're gonna be doing now has a little
bit more volume. If we were to keep the hair
cards exactly as they are. The problem is, let's
say Mesh Separate. The problem is that even if
we do the little triangles, it's not gonna be as nice. So I need to actually create this little hexagon shape
or it's not a hexagon, but it's like, like,
like I have a two. So this half to
affect he's going to really allow me to give it
a little bit more volume, make sure that it
looks nice and clean. This of course, will
increase the poly count, which is something that
we need to keep in mind. But it shouldn't be that bad. For this one, for
instance, probably just like one. Let's add the two. They don't need
to be symmetrical either soon as you can just
play around with them. And that's fine. Again,
this is going to give me this very nice, sort of sort of pushed
out the effect. There we go. Yeah, that's
pretty much it guys. Are ready. Let's fix
this one's already because I think that's
going to be important. These are for the beard. If you remember, this is
the breakup for the beard. Let's first of all
cut or we don't need, and we're going to
divide this into two. The touch, there's gonna be one and that's going
to be the other one. And these are gonna
be for the hair. This one, we don't have a middle section or it's
not gonna be as easy, I guess we can call
it right there. Remember the reason
why it's cool to have a couple of like halfs of this guys is so
that we can add more variation because
otherwise we work. We keep the original shapes and it's a little
bit more complex. But yeah, there we go. So now all of our haircuts are ready. We of course need to add
a couple of divisions. This is gonna be the eyebrow. The eyebrows are also recommend
creating this sort of like circular shape right here. There we go. Because we're also going
to grab this guys, push them out a little bit, push them out, push them out, and then I'm gonna go
with the centers as well. I'm going to give
this sort of hole, looks like a little hole. As you can see that that definitely helps with
the whole thing. Make sure you said you're a renderer here, the
viewport to point O, which is the one
that we're using to depth peeling so that we get the proper Alpha when we started like
creating the chunks. And yeah, that's it for now. I'm just going to have control
S disguise right here. One thing you can do
if you want to again, keep this thing a little
cleaner, you can go up here. There's a little hidden option right here called
the Rename option. And you can change
this into code, just call it like Sam Ross. Underscore cars and we're
gonna get a haircut, 123456. I don't really find it
useful to rename them. It's pretty obvious
what they are, right? And since we're gonna
have so many copies, really not, not cool. Well, that's cool.
It's just like I feel it's a little bit
of a waste of time. One very important thing
though, the proof points, I suggest you move
the pivot point to the center of the top
area of each card. So just press the result. You're going to move more
than V to snap it to 1 and then move it
to the side Q again. And then again, W, D moves
up through the center, because it's usually a
little bit easier too. To do that. Let's go here or
jump to modify or to just work with
the car from there, we're gonna be
doing some changes. This one, it's gonna
be really interesting. You guys are gonna see
why in just a second. But yeah, so again, d, here, there we go. Q, D moves to the
center, right there. There we go. This is the must attach again
V to snap it to the point, and then q, d, v, d need to go into edit mode. You can also press
insert on your keyboard. If you have a full keyboard, if you press Insert, you're
gonna be able to move. The proof point is one
thing that I wish blender has an easier access to. Because I find that modifying
the points in Blender is a little bit more
tricky than I would like. Go there. Right there, perfect D being the
center of the element. There we go. This one's can't wait
because we're gonna be modifying them later on. So yeah, that's
pretty much it guys. I am going to save
this real quick. We're ready to go
into the chunks. We're going to
create some chunks. Want to show you a whole
degree two breaks as well. We're gonna get this. Yeah, hang on tight and I'll see you back on the next one. Bye bye.
31. Creating Hair Chunks: Hey guys, welcome back to
the next part of our series. Today we're gonna be
creating the hair trunks. So let's get to it. This is where we left off. The cars are ready
to be manipulated and converted into
some nice chunks. Let's start with a very basic
chunk here with the beard. I'm gonna start with this,
bring this up and this up. Way where we had some flyer
ways, where are they? I felt we had some flyways
over here. That's weird. That's fine. I'll see if we bake those later, but I really thought
we had to fly away. Anyway. So let's grab this
guy right here. This is which one's bigger? This one, Let's grab
this small one. Bring it to the front. Let's give it a little
bit of rotation there. Move it over there. And again, this sort of
shape that we have right here is exactly meant
to be like this, like what we're using it to
break up the holes, right? So let's duplicate
this one right here. Let's create another
one right there. And again, the most
important part when creating chunks is to look around like more
round your character. Your chunk in this case, and try to hide the transition
from one car to the other. As nice as Basel see that
big transition there. That's a no, no.
That's, that's what we want to, That's why
we're doing this. We want to solve
that sort of effect. It's impossible to
get everything right, but it's at least a beginning. I'm going to duplicate
this one, for instance, I'm going
to use it to, to cover a little bit of
this hole right there. There you go. So now we
kinda hide that effect. Let's move this one to the side. There we go with it so
we can add another, another nice chunk of therefore, w can scale this down
a little bit more. I always like to leave a little
bit of semi transparency here on the edges of
the, of the chunks. Because that helps
blend it with the rest of the chunks that we're
gonna be adding a later on. Some people like to keep
the borders really clean. I always started, it looks nicer to have the sort
of effect careful here to make sure that everything is coming from the same, roughly the same place. Because as you can see
here, the insertion points are gonna be slightly different. One thing we can do here is
we can go with this vertices. We'd self-selection just like a little bit higher
self-selection, just like move them
back a little bit. Because we roughly
want all of the, all of the lake insertion points to becoming
from the same place. This is of course going
to be more obvious ones we get into the
actual character. It's a really nice
way to build them. So I'm gonna grab this guy
right here, combine this, and let's just get it here
onto the beer than C. The distance. Let's
move the point up. There we go. So taking a look
at the reference, we're not going to
go with a super, super long beard like this guy probably going to go with
something like this. So as you can see, it's
roughly the size of the heads are probably
going to have to scale this up a little bit more that we get the big chunk if there's
gonna be covering this. Now, a very common mistake, and I used to make this
mistake of law when I was learning this thing is, I thought that since beard
growth from everywhere, from even the deepest parts
here of the character, that we should add this here. But the thing is, with all of the depth
that we are creating, you really don't
need to do that. You don't need to have
all of the latest with just like two
layers like this. That should be more than enough to make sure everything
looks as nice as possible. And I'm going to grab
one of these guys. We're just going to use this
big blocks right here to start creating the
base of the beard. This is going to
be like the, like the back part here of the beard, the long beer store,
the longest beard. There we go. I'm gonna go into self-selection and just select some
of this vertices. Just rotate them and
push them around. Here's where the grooming
section actually starts, right? When we started getting
this guy s2 into position. So now we go. That looks good. Here we might utilize because we have two
sections, right? So in order to make
this thing a little bit nicer and not as dense, we can play around with
some of the sections. Maybe the half and half see
that something like that. Because again, most
of the things on the inside of the character
are gonna be covered by shadows and by all of the depth of the fall of this beard. So there's no big needs to, to worry that much about
this sort of effect. Here. Let's go to vertex mode. Started like a
grooming this thing. I really like using
self-selection. That gives me quite
a bit of liberty. There we go. Now what we can do
is we can go to a lower elements right here, really small element
or a self-selection. And then just start like a twisting them and
turning them around. It's going to break up the shape of the
hair a little bit more. That's also going to make
it look a lot moderates on all of those holes and stuff. That's that's the kind of thing that we're going to
be worrying off. We're worrying about later on. Let's grab another big chunk. I know the title of this video
is the chunks right now, but it's taken it yet started
laying these things out. Just to get a general
idea of how this thing is gonna look like. Yeah, this chunk is a
little bit too big now, so we're gonna have to
do like a smaller chunk. I'm going to go back to
my chunks and let's start creating a nicer smaller
chunk right here. Duplicate this guy. Get it in there. That looks quite nice. Let's inject a little bit of this. We don't have fire waste. It's really weird. I really thought
we did bake them. I was pretty sure, wait,
we didn't have them. Maybe I forgot to activate
them under the final bake. But if you didn't
make sure to add them a little bit late
for me to go back. I mean, the BD is gonna go even longer than I've already
recorded everything. Don't want to bore you
guys with more details. Yeah, there we go. Nice little small chunk. Now, the beard, as you can see, it doesn't look like it, but it is made out of layers. So you're gonna
have some really, really thick layers
on the front. Like I think this one
is a great example. You're going to have the
big layers down here. And then you have
this more layers, like layering on top
of the other ones. So those big chunks that
they added at first, those are gonna be like
my main, main beard. And now I can start
adding a little bit closer to the board there. The next layer of here, so something like that. Now I'm going to use my soft
selection tool to rotate and push the roots of
the hairs right there so that it looks as
nice as possible. As you can see on the textures. I did add a little bit
of like beer defect. And there we go. Push this forward
so that we start creating a lot of those holes. Don't worry, we're gonna be
like a fixing them later on. Might want to make this
a little bit thicker. They're longer. Just so delirium happens a
little bit more naturally. Now this chunk right here, we're gonna start
duplicating the size. Again, the secret to a good
groom into good hair cards is to try and not to
over layer things. Because what we've done
so far, like all of the, all of the hard work
that we did with the banks and stuff. It's supposed to be
exactly to avoid that. We don't want to have a
million layers of here. We just want to have
some big chunks of hair level we're
seeing right here. And those big chunks
that we have with all of the depth information and all of the shader effects that
we're gonna be adding. Those are going to give us the effect that
we're looking for. I'm going to add another
beard right here. Same stuff. Seven to see the light. Light is really
helping on this one. To be honest. You might want to
consider adding union for you and see how the little
roots are barely touching. That's the kind of effect
do you want to get? Because if we do this,
it looks very obvious, but if we keep the tips about to touch the texture of the face, the blend looks a
lot more natural. I'm a low, we'd be
worried about those ones. You can also turn
off soft selection. And just like more of a
couple of chunks around. If you need to see how this transition is
looking a little bit weird, I actually made the worst. Because we go with this sort
of like stair-step effect. That's where grabbing
like an extra, one of these chunks
really, really handy. Because we can use the tips of those chunks to
blend that effect. There we go, See
that we want to use, so we want to use
some of those hairs. I'm not super worried
about this ones because we are going to be still need
to have the final layer. Let's go like that. Again, make sure that this thing is intersecting as
nice as possible. And that's going to
help blend the sort of like stair-step effect. Again, not too worried about
this one because we're still missing the, the main shapes. I'm definitely
going to grab this. How many we have this
ones right here, and I'm going to mirror
them to the other side. Remember, when we talked
about with the ogre, when things are far apart, it's a good idea to mirror them. Positive x. There we go, because people won't notice, like you normally see the character like in
a three-quarter abuse. It's very, very difficult to notice that there's
some if acknowledge, you can see this is
getting quite heavy now we're at almost two k triangles. So about 20 k
triangles should be our goal for this character. We don't want really want
to go higher than that. Now let me very quickly
show you because everything else is
just chunks are describing individual
hair strands like we've done before. But the hours of where the braids, those
are gonna be fun. So this is the texture that
we want for the brace, right? Like really, really
thick, thin, long. My texture going to break. We're going to create the
braids in a very similar way in how we created the ones
that I showed you before. So I'm gonna start with
the cylinder right here. I'm going to modify the
subdivision access to eight, so we didn't have as many, but I am going to increase
the subdivisions of heights quite a bit to like
30 or something. Because what we're
gonna do is we're going to twist a couple of this guy. So let's start with a thick one. Duplicate this one right here. We're not really
going to lay this, as I mentioned, going
back and forth, we could, we could do some
curves and extrude along, then it's gonna
be a lot of work. And I don't think
it's really worth it, especially for such
a small detail. I'm going to delete
the caps right there. Very important to
delete the caps, and I'm going to delete
this sketch as well. Now, the only thing I need to do is go select all of them, combine them, and say the
Form Non-linear twist. If we modify the
angle right here at the end angle in there step I start angle, we're going
to be breathing it. It's not, again, it's
not the brights, it's just like a knot. Now very important, you're
gonna select all of them. You're gonna say mesh
displayed soft and etch to make sure that
they're as soft as possible. If you want them to look super, super small and super nice, you're going to have to give
them one more cell division. But as you can see, it's already almost two k
triangles right here. And that's way, way too much. It's almost the
same amount that we have here for the beard. That's why this sort of the fields you need to
be very mindful about. Now the last thing we
need to do is we're not, as you can see, they're not
made out of hair cards. We're gonna go into the
UBI sub this object. And we're going to
assign the same material that the haircuts hot, which has this Lambert
one or two, sorry. We're going to map
out this section. This hair right here. It's a little bit difficult to notice because it's very dark, but let me see if
I can match this. There we go. Perfect. So now when we take a look at the breath, this is what
we're going to get. All of the hares just like going around and creating these very nice sort of
like not effect. As you can see, we even have some empty space
in-between the brights. It's also giving us a lot of very cool volume and that's it. That's all you need to do
to create your breath. Now it's only a
matter, of course, scaling this position in the world is gonna
be originating from just gonna be
right about there. Here's where we need to do
a little bit of tweaking. When I got all of the
vertices on the top. All of this guy's
self-selection turned on. That's a good idea.
Small self-selection. We're going to hit
Control and click on the green square right there. And that's going to
flare out the hair. Now it's going to
look more like, like we grabbed a couple
of elements from here. And that's what we use to create the brace is gonna
be coming from the side of the most
saturated here. Of course the most, that's
just gonna be covering some of it so that we don't see
that transition as much. Now for the proper
flow of this thing. Another thing we could
do, and I'm actually going to show you guys
because I think this is quite fun. So I'm
going to rig this. We're going to create a very fast rate for
this guy because it's going to allow us to like
modify a little bit better. If you've never read before, don't worry, it's
gonna be quite easy. I'm going to start up here, click once with this create
bone tool and then Shift. And then I'm going
to start going down. I'm going to do like six bones
are seven boats like this. There we go. So as you can see, we have
that. I'm going to try this thing which is
called X-ray Joints. I'm gonna go down here
to all of the joints, select all the joints,
select the hair. I'm gonna go into
the reading section and hit skin, bind skin. And it really doesn't matter what settings you
have, anything works. And now we can position
this where we want it. And then we rotate this. As you can see, it's going
to rotate everything. Actually the binding
was, Oh, my bad. Let's go back. Let's make sure to move this
toward the actual Harris. There we go. Now, we select all
of the joints, we select the hair and we
just say skin, bind skin. Now if you'll move
with the first bone, you're going to get this. But that's not the fun part. If you grab all of the
other bones one-by-one, you wrote to them
at the same time. You're gonna get this
sort of effects. It's gonna be a lot
easier to post the, the, the beard right here. As you can see, it's this
thing is gonna sit here. And that way we can
do is we can start there and then grab
all of these guys. Then push them forward. That we were gonna
have a nice curve. And then we can grab this one's, for instance, and
push them backwards. And it's going to make
it look way, way, way more natural than if we try to move it manually
with a self-selection. There we go. Now here's the,
here's the kicker. Here's a nice little pro trick. You're gonna grab the geometry and you're going
to hit Control D, and that's going to
duplicate the geometry. Now you're going to
unlock this geometry. So unlock selective. And this is new year, new geometry, your new brake. You can grab the joint again, just move it to the other side. And let's give it a
different rotation. So they're not
exactly symmetrical. It's also going to have
with the help with the symmetry, break up. Gonna be on the other
corner of the mouth. Right about there. We need the mustache, of course. And that's it. You can just hit Control D. And now we have the two freed up. Topologists. We're pretty
much just duplicating the skin so that it's free and now the joint
is not affected. Now I would personally
grab these two guys, Control G to group them
and call this break rake. In case we need more brights later on, we can
just grab that one. But as you can see, those
two breves look quite, quite nice on the character. We're probably
going to be moving them like slightly forward. So I'm going to rotate
them a little bit forward because we're still missing the final layer
of the character. But yeah, that works. Finally for this guys, which are going to
be the little tails, which by the way, I know I'm
mixing a lot of topics here, but I just want to move forward a little bit more
quickly because I know that this course can be a little bit slow due to
all of the information. I'm gonna go into import and
we're going to go for the, remember the horse charm
that we did at first. We're gonna grab the geometry, the horse charm geometry. We're gonna be using
that geometry as our little like a bright thing. So that's the horse charm. That way we don't
have to do more work. I'm actually going to
delete the sphere. Let's delete this fear
and the tourists. And let's just stay with you. I mean, it's a simple shape. You can, of course, if you want to model
something more complex, you're free to do so. I just want to keep it simple. I'm going to rotate this
around because I want this part to be
aware to break goes. Then we duplicate
this and of course we've places on this other side. This would need to be
a break probably if we're gonna be animating
this character later, we'll probably rig
this little guys. Probably needs to be
a little bit bigger. There we go. Now we need to create a little chunk for
this guy's very easy. Control D. I'm going to show you
another technique. Actually, since this is
going a little bit over the last almost 20
minutes into this, I'm going to stop right here. I'm gonna show you a
nice little trick for this chunks in the next one. So yeah, hang on tight
and I'll see you back on the next one. Bye bye.
32. Braid Chunks: Hey guys, welcome back to
the next part of our series. As we mentioned in the last one, we're going to continue
with debris chunks. And this are the ones.
I'm going to show you something
really, really cool. What I'm gonna do is I'm going
to move the pivot point to the center one of
the boat there. In this case, we can actually
simplify the amount of points I don't think we really need. I'm just going
to cross them. I'm just going to
literally create a little cross-section
right here like this. Then we already have
the copy there. Grab these two guys, Control D, and just rotate them around and play around with
their rotations again. As you can see, we're
creating this sort of very interesting
little bundle. There we go. Now
the only problem with this bundle,
as you can see, is the fact that all of these things are supposed
to go to the single, to a single point where
they're coming from. They want to duplicate this one a little bit
more, one more time. There we go. Again, just trying
to highlight all of the holes so that
whenever you see it, you'll see like a
nice little card. There we go. I'm going to group all of them. I'm going to combine them here
in poly modeling combined. And we're going to
use a generator or the former that we
haven't used before, which is called the lattice. Okay, so I'm gonna move
the pivot point up here just for simplicity sake. And the lattice is
right here on the form. It's called a lattice
and increase this, it creates this box
and it's kind of like a soft rig that we can do. Because now I can
just grab all of the lattice points which are one component of
this lattice thing. And we can crunch this guys and as you can see,
it gives us a very nice, I have self-selection
turn on of course, but it gives us a very nice sort of bell-shaped for
the whole thing. This is a really,
really powerful once you're done with lattice, just delete it, delete history, and we're ready to move. So this one would of
course go right there. Wanted to go there probably like scale a little bit so that all
of the roots are in there. And look at that pretty
nice breath again, where it was still
missing a little bit of volume from the beard. But as you can see, this is
looking quite, quite nice. To Control D against
Snap to Point with v is not there to the
center of the cylinder. Just a matter of getting those to look as
nice as possible. I would probably wrote
to this a little bit, so they're not exactly the same. That's critical. The character is looking
quite, quite nice. Now, the mustache is definitely like making a little bit difficult to
visualize everything. So let's start adding
the mustache right here. We can just straighten
this guys by the way, I think they might be or they could cause an issue later on, since we don't have
the WBS turned on, it should be fairly easy to
just as you can see, string. And then, and then we will
create this sort of volume, the actual, the
actual character. Let's push this up. Always, always duplicate copies. You always want to have copies of your hair stuff. There's three guys and
push them up. There we go. Good at smaller bundled
form must attach. We want to make sure that the
angle that we're seeing it from or trying to cover
all of the angles. Use all of the
cards that we have. Even like the one
from the backlit, they're like the big one. You can give a little
bit more thickness. Depends. Depends how they
will want this or not. I think we'll keep it like this. Just grab all of
these guys, combine. Move the pivot point too easy to remember,
police like that one. And let's duplicate
this guy number seven. And go there with probably
going to have to scale this. It's just a matter of getting
close to the character. This plane is definitely
way too far out. I like it because
it's too far out. So let's push the closer. Given. Those were just a little
bit of soft selection. There we go. In the last lecture of course, it's also going to
have some volume. We're probably going to
have a couple of layers here for the masters. This I would consider to be like the main blocking
of the message. Like that. I'm just going to focus on making sure it looks
good from one side first. Because remember the
sideview mirror. And then we can add some more. Go That looks pretty,
pretty close. You can see we're also using a little bit of the mustache, sort of like thin, small effect to blend. Some of these areas, I'm even tempted to just
duplicate this guy. And that this sort
of shape right here. Just because it gives us a really nice brakes kind of like the breakaways we're
gonna be using later on. It's just another
way to layer them. Looks nice. Let's do a quick mirror. Remember shift,
right-click and mirror. I like that. Cool. So now we're gonna go to the same chunk and we're gonna start adding the
layer on the front. This one's not going
to be symmetrical. This is when we can
break the symmetry. Make sure the
length is matching. Definitely we had two layers. So let's look at one more to this one that I'm tempted
to mirror to the other side. Fibers going one
side and the other. Be careful not to make it
look too messy though. That one started to
lay a look messy. Yeah, It looks interesting. We're in a good position. I'm going to grab
one of these guys. I just wanted to get
an idea of where the beard is going to end
up on the front here. Gonna be right around
there probably. That's where we're gonna be building or changing
some of the chunks. As you can see, that
one's gonna be a lot smaller and we're
going to create this are like stair-stepping from the big chunks of
those small chunks. I'm actually just going to
start blocking this in. Don't be afraid to jump from
one thing to the other. Because this is like art
is one of those things. So when you see an
inspiration in certain areas, it's a good idea to just
make use of it and use it. Like if I see that I can fill those gaps very quickly here. And just get a better idea of how the character is looking. It's gonna be really,
really useful for the overall project.
So let's go for it. Let's try to make sure
that this layered up, touching the skin as
close as possible. There we go. That's starting to look like something I
really liked that one. We haven't really worked
on the hair up here. So it might not be
a bad idea to start just generally levering down some of those guys right here. Let's start with that. One of
the main chunks right here. Gonna go up this
edge soft selection. Just push it there. There we go. Let's move this down. I know that the texture
right there is a stretching. That's fine. Because once we start moving, this thing should recover
a little bit more. You could also move a couple
of them at the same time. Go there we go. There we go. Not a lot of volume just yet. This is just the layer. Let's duplicate this. Now let's add a
little bit of volume. Let's duplicate this again,
a little bit to the side. And as you can see this
here, it's going back. I guess she wanted to
I just want to get any yet and I think from
my reference, yeah. The entrance points was a
little bit further forward. Let's describe this
guy's bring them forward a little bit. It's really common to
get overlap on the hair. It's impossible to take
everything into academy. We can scale this down. Sorry, we can scale this
down a little bit to make sure that it doesn't
touch the horse and stuff, but it's really complicated. It's so don't, don't sweat too much if you can't get everything
to work perfectly fine. Let's look at quite,
quite nice now, of course, of course, we're not going to really see
how this hair looks onto. We see it in the engine. The engine is gonna be the, I call it the nosey one because
that's when we're going to really see whether or not things are looking the
way we want them to look. So I'm going to stop right here, guys, in the next one, we're going to take this
pre-construction of the hair to Unreal Engine
and see how it looks. So hang on tight and I'll see you back on the next one. Bye.
33. Setting Hair in UE5: Hey guys, welcome back to
the next part of our series. So as we've mentioned
in the ogre section, It's very important that
we start seeing how things look here instead of,
instead of our character. So I'm just going to
press F to frame him. There we go. The woman said The Farmville
mentioned this before. It's just like in my
Alt and click or you can use press WASD, like in the video game,
and you can also navigate like that depending on
which one you prefer. So I'm gonna go into Maya and I'm going to
select everything here now, very important, make sure to delete history
every now and then, because every time we
duplicate combined, separated into all
that sort of stuff, we got a lot of
information stored and that's something
that you might not want. So I'm gonna come over here
and the first thing that we need to see is
if our character matches with the
scale and position that we have in instead
of, instead of from real. So let's select all of her hair. I'm going to combine it. Well before that I'm going
to Control G to group it. And then I'm going to
Control D, that group. Let's hide this group
for just a second. And then this new group, I'm going to combine
it because I don't want to delete the
previous recruit that we have. This one we've now
the only history. And it should be just
this gland right here. And let's call this Sam Ross. Ross. Here. Here. Test. There we go. We're going to say
File Export Selection. We're going to of course,
export FBX and we're going to export it on our
assets folder, some rows. And it's gonna be cool hair. This will export the little
horsey things later on. For now, this is just fine. And we're gonna
jump into unreal. There we go. The sombreros folder.
You'll want to keep everything nicely
organized as possible. You're going to say import two and we're going to
import the hair tests. Hit Open. Here. We actually don't want
to create the material, but it's fine if it creates it. It's actually going to import some of the textures
that you can see here. It already knows that he wants
or we want this textures. That's fine. I'm just going to delete
the material because again, we don't really need it. This is a Haritsa, so I'm just
going to drag and drop it. And what I'm most interested in is to see if the place
when everything is right. It's not exactly where
it's supposed to be, but as you can see, if we just snap it
three units up, it's gonna be word
supposed to be. So not that much of a problem. Either way, it
looks amazing now. It's just a place and it
looks pretty, pretty cool. So I'm really confident that the hair is going to look
really, really cool. We're going to navigate
to the character section. Remember this? The shared one that we have. And then we go to
the hair materials and we go to the m here. This is the hair that
we weren't like. This is a hair that has all of the crazy stuff that
we're gonna be using. And this is what
we're gonna be using. So I'm just going to
right-click this guy. I'm going to create
the material instance. I'm going to call this Sam Ross. Here. I'm gonna drag and drop
this one into some rows. We're going to move here. It's still gonna
be the same thing. So you're gonna be linked
to the original object. And if we double-click, you're gonna see
that we don't have access to all of the complicated than the other
word that we had before. This is what we have access
to all of the parameters that someone was kind
enough to set up so that we can create
all of these elements. What we can do here is
something really, really cool. We can go all the way
down here and we're going to change the maps
that we're gonna be using. So to do down here
on the your DMM. Where is it? I can find that. Give
me just 1 second. Sorry, my bad. It's not the hair from Mike. Mike is actually using a
different kind of hair. We'll talk about that one later. We need to go here to the best option and under materials, Here's the hair She'd mastered. This is very similar. It seems to be very similar, but this is the one
that's using the maps, so this is the one that we need. So again, double-click. We're going to create
a material instance. We're gonna call this Sam Ross. Here carts. That way we know
this is the one. Bring this into some rows. There we go. Move here again, since it's an incense
as coping all of the attributes and
all the things that we need. This is
the one that we need. We can already get it in
here and you can see, of course it's not gonna match, but it's already
looking quite nice, like the depth and
everything is using the maps that the character has. But we get the transparency
that we're looking for. So double-click here, and here's where we're gonna start
adding them up right here. So we need to
activate Alpha when interrupt to get activate depth, we need to activate
Ruth and we need to activate unique value, which is the ID, the roots
of depth and the alpha. We already have the Alpha. We can get this in here.
And as you can see, now, our hair is going to start looking
quite, quite nice. Let's, let me move
this right here. There we go. Going to
make this smaller. As you can see, just
with the alpha channel. Thanks, are looking
quite, quite nice. But in order for this to really, really get all of the
information that we need, we of course need the maps. Now, as you can see this here, this is one of the advantages
of the Unreal Engine. Here, we have the option to select parameters to
change the color right now, this whitish color, well, we can also go down
or up here, sorry. There's a way to overwrite
the diffuse space color here. I'm going to say use
phase diffuse color. I'm going to turn this on. And it's gonna give me
another map right here, which is going to be
for my diffuse map. And I can just drag and
drop it, get it in there. This on there we go. We get our nice red color. Oh my God. Look at this. We haven't
even finished with the hair and this looks amazing, wouldn't you say
Amazing? Oh my God. I'm always, I'm always like with technology nowadays
because when they did this, like five or six years ago, technology was not here. And let me tell you, this is just always so exciting
to see how things churn. There we go. Now let's
bring the object ID. Let's pray the root color route and let's bring the
depth. This one. We drag and drop all of them. And it's just a matter of getting where they're
supposed to be. The hair ID is this
one right here. It's gonna give more
variation, as you can see, the hair root, this one's
gonna go right there. Right now. I don't think
we're using as much route, but we can change here on
the tip color and stuff. We can change a couple
of elements here, which are on route color, and we start playing
around with this. You can see that the root
actually changes the color. That's one of the flexibilities
of this material. And finally, this is gonna
be the magic one, the depth. Grab the depth. There we go. So all Micah, look at that. Now it really looks like
this thing is like fading into, into the world. Like look at the
softness of that depth. Like you really gives
us this very nice, smooth and soft effect. Now, here's the thing. If we feel like this step is a little bit too much or a
little bit too little. Here's where we need to go back to Photoshop
and change it a little bit because otherwise we might not be getting the
effect that we want. If we take, if we go back, write very fast to the, to the bus materials right here, we go into the hair depth, which is this one right here. You're gonna see
that the intensity of the depth is a
little bit different. So it's a little bit more intense than what
we have, I think. And that's something
that we might need to change later on in Photoshop. I just like adjusting
the values. Now, the way the depth works
is it's trying to play around with the effects in just to make sure it looks
as nice as possible, depending on how we place it. Theft, that's the kind of
stuff to work. I have a list. I mean, this looks really,
really, really realistic. I do think my depths a
little bit too much. But again, the cool thing
about this material, Let's go to the material
again here is that we have options that we
can change around right now we're using
all the basic stuff. But up here you can see that
we have brightness at Match, etch mask, MIB bias, occlusion, roughly the
scattered tip power, like all of these things
we can change around. And depending on
how we change it, thinks are gonna look a
little bit more different. So for instance, if we go here to mass contrast
and we modify this, you can see that the hair is going to look
slightly different. So if we go to point
learning negative 0.7, you're gonna see that we
get softer and softer. I don't want as much etch mask, I think so we're
going to lower this. I am going to go for
the occlusion or root. Let's play around with
this one and see if we get Nana really brightness, which is the brightness
of the hair. There we go. I think they were
definitely want a little bit more
brightness on the color. Let's try it like three
brightness. There we go. That's a nice deep breath color. I like it. Here. Pixel depth offers this is an important one. If we turn this off, we go 0. You're going to
see that we don't have any sort of like blending. It looks exactly like my yeah. So this is the thing
that's using the depth. So the more depth we give it, the more like blend
we're going to get. I don't want so much blend. I think we're going
to go for a 0.4. We are going to have a
little bit of that sort of like blending effect. But it shouldn't be that much like we should
be able to still see the hair from afar. This of course tells me
that we definitely need to play around a little
bit more inside of Maya. Roughness, roughness
of the hair. We can change this over
here as you can see, one like a really shiny hair
or like a really math here. We can change this
over here with, yeah, I mean, this is looking
quite, quite, quite nice. I really like the effect so far. And again, we're just starting. This is just like the
basic of the character. Another thing we
can do, and again, this is important to
always take into account. Let's save this
thing real quick. Save selected. I'm going to open up
one of the other maps. I'm going to open
the bust outdoors, which is the one right here where there's
more light exposed. We're definitely going
to delete this guy. We don't need him.
Let's call him Joe. Let's delete Joe. I'm gonna grab my eyes, everything here, just drag and drop, hit F. We said we were gonna
multiply this by ten. We can also just
like re-export this. Ten. What's the a 100th? Let me bring the hair tests. That's gonna tell
me what's that? Ten. And we're going to position all of these
guys at the zeros, zeros 0, which is the
origin of the character. We need this cube. Let's grab again. They fling, rotate 90 degrees. I'm going to push
him up 50 units. Then bring the hair 000 and push this up
50 units as well. This should give us a little
bit of a better idea. So now again, we're
just drag and drop the Sam Ross haircuts
into the hair. And this is going to
allow us to see how this thing looks in context. To the skin, the horns, the ice. Now we can grab everything. Hair. Here. Let's rotate this around. This is how our character
would look in daylight. Again, you always
want to check out how he's gonna look in
different lighting scenarios. Because sometimes here
we will look really cool in one scene and the one look
at Mason and other scene. It's it's part of the deal,
is part of the process. So it's very common if you take a look at the
best games out there, here will always look different. You might want to
change a couple of things like, for instance, one thing I can do is I can
duplicate this material. Let's call this Sam
rose hair light. What I can do is hey,
maybe when we're in the light like right now, I want to increase or
decrease the roughness. And I want the hair to be a
little bit shinier, like 0.1. So we can be more specularity. Maybe we want to increase the brightness a
little bit as well, so we can appreciate
a little bit more. Maybe we want to
reduce the pixel depth offset 0.2 so that we
see it a little bit more like a thicker effect
or increase it to like 0.8. And so you're like a
really, really thin here. It will depend, it
will all depend on the underlining scenario
of your character. But this is how we
eat, how we roll, this is what we normally do. I'm gonna go back, I'm
gonna save this one. I'm gonna go back to this one. And here's where we're
gonna be playing around with our hair
to make sure it looks as nice as possible. As you can see, I'm
not particularly fond of this side right here, and that's why it's so
important to go into the, the actual elements to see
how things are looking. But yeah, I'm happy
looking quite nice. I'm gonna grab this
guy right here. And I'm going to rotate
this around a little bit, which is more towards the front. Maybe increase the intensity
here you can change, like feel free to
move things around. A lot of my students are really scared of
modifying things. Was a 400 list of 500th. This rim light. Let's
increase it a little bit. Let's go 500 as well. That we're, we're
gonna be able to appreciate the hair
a little bit better. Again, the lightning scenario or the lighting situation
is always going to be modifying how we
appreciate their hair. Here's one of those
tricky things that looks really good
in certain angles. And then my look really
bad in other angles. So look at that. I really like how
this one looks. Let's go back to
the material thing. I want to make it a
little bit rougher. Go. We can play with Scatter.
Scatter will change how light like diffuses
through the element. It will also brighten
up the hair. As you can see,
they're definitely a little bit more scatter. Let's brightness. We go. Tip power is for the, of course, the tips
of the element. That's where that
root comes into play. Not seeing that much
occlusion at the root. You can push this quite a bit. Let's see if that helps. Not really. Let's see
what else, what else? Oh, this one
subtracted from root. What this will do
is it will like, as the name implies, it will, it will take away
the the depth on the tip that will make it so that it's
a lot like harsher, as you can see
here on the border of the elements
using the roadmap. So take a look at that. So if you feel like it's
getting a little bit too soft for your taste on
the border of the hair, you can use this
subtract two from here. Really, really. It's a really powerful
shader, as I've mentioned, it's going to allow
us to have a really, really nice control over
the whole character. So, yeah, that's it. We're almost at the
15 minute mark, so I'm going to stop
it right here, guys. In the next video, we're
gonna continue working with the grooming instead
of, instead of Maya. We're going to make
sure he looks amazing. And then we'll come back
here to unreal, to, to continue tweaking
the materials and making sure we get the
most amazing render possible. Yeah, hang on tight
and I'll see you back on the next one. Bye bye.
34. Beard Grooming: Hey guys, welcome back
to the next part of our series two that
we're going to continue with the beard. We're going to finish up
the beard and that we're gonna start working on all
of the remaining parts. Now it's just a matter of making sure everything looks
as nice as possible. And to do that, we need
to start laying her up, layering up a couple
more chunks right here. I'm going to start with
the smaller chunk. So I'm going to
grab these two guys right here, duplicate them. I'm going to assemble just
a small little chunk here. We'd like a little bit
of less beard because the more we go to the
surface level of her peers, the less of it that
I want to have. Kind of like blended
out and makes sure for some reason
every time you open Maya, it forgets about the Honor. I didn't forget my bad. They forgot about the depth appealing but not it
seems to be working fine. I'm going to Control D disguise. And in the poly modeling
section we can click this guy, which is the merch, just to have them
in a single object. There we go. Now it's just a matter
of getting in there. And I do think this face
are a little bit to create. Again, it's sort of like
triangular looking shapes that we don't see as many
holes from the beard. We're going to push
this right here, is gonna be the, the
final layer of our beard. So the big chunks are
gonna be right here. Close to the mouth. Again, we went and make
the hairs go in there. We're gonna be using some
of the breakups that we also have to help
this whole thing. But it's important that
we stir with this big, big pitch pictures first, or big carts go. Now, right now I
know that this one is relatively straight and they were not really changing
as much on the haircuts, but feel free to grab
any of the points. Self-selection, of course. And just like give
them a little bit more room for the whole thing. Not everything has
to be completely straight line where
we have here we can play around like
given this one, I know this is the one that
we are taking into unreal, just like twist and
push it and move it a little bit so we get a
more interesting effect. Now, this is the combined
one, the heritage. I'm actually going
to delete this one. And if you remember, this
is the group that we have with exactly
the same thing. Just to be able to modify single sections in case
we want to do that. So let's grab this
guy again, control D. This is gonna be the last little chunk that we're
going to add here. We've already seen
on in a real how all of these things planned
then the pixel depth offset, it's just, it's just amazing
for this sort of effect. So there we go. I am definitely going
to grab some of them, this big ones and murder them. So positive x, there we go. We can have them on the
other side like yeah, that's gonna sit just
a little bit of time. For instance, I know that
this are supposed to be like a braid sense
of, or other parts. I think this word, the mustache rather this
is what we're using those for the moustache. So that'll chunks that
we created there. But we can also use some of this to break the surface of
the bearded little bit more, especially here on the
top board, is very, very common for beers to be a little bit crazy
in certain areas. I think a couple of these guys, every couple of sections, it's actually could
benefit quite a bit. Look here, see that? Again, try to blend
the tips of the hair. We see them like barely
touching or touching the skin. That way it's going to
look more like it's actually coming from the skin. Go. I don't want to overdo
it though, so careful here. There we go. That looks good.
That looks good. Now if you remember, the most static
definitely looked a little bit thin on the, on the engine and especially
on the midsection. So I'm going to duplicate this one to give a little
bit more thickness. It's just the same
one as you can see, that's the empty hole. Would definitely need to use
our main chunk right here. Fill a little bit more
of this center section against Control D.
To duplicate this, we need to grab a
couple of these faces, for instance, and just tweak
them and move them around. It looks a lot nicer, a little bit crazy, but
it looks, it looks cool. Let's try this up
a little bit more. Nice. Yeah, that's looking quite nice. Yes, we do have a couple of
empty spaces right here. But again, just think
about where you're gonna be seeing your character
to most, for instance, maybe on this side right here, we might benefit from
one of the chunks. Again. Let's duplicate this. Combine. We can kind of like. Cover a little bit of
the beer right here. If anyone sees her
character from the back, can kind of hide the fact that
the weirdest right there. Very careful again
with the that's a real I just updated that those updating on
the background. My need to compile
some of the shaders. There we go. The frame mirror this
guy to the other side because that's the other
holder we got there. That's it. Now to finally clean this
up a little bit more. Because remember we have
this like a breakups and this are the beard
breakups. This one right here. I'm gonna say a mesh
separate. Let me go. We definitely want to add
a little bit of divisions. Similar tool with the
all of the other hairs. Especially in this case, I actually just want to
grab this guy right here. Just like push them forward. Again. That's going to help
me give this sort of like nice interesting effect. Let's move the pivot point, center, the pivot
point, and then on each one of them, move them up. Just move this up,
and there we go. I'm gonna go with this
two guys, control div. Let's bring them to
this section over here. Just enough to point, to snap, to point to one of
the cards right here. Make sure the scale looks
as nice as possible. And this are really,
really good, as you can see to break up
the surface right here. Let's do one there. Let's do another one,
like right there. And another one right
here. And that's what we mentioned before. This is all about how high or how far you want
to push her characters. Depending on the production, you might not need to push the characters like
this far, right? Like you. Sometimes, characters
are gonna be a lot more simplistic or the, the amount of detail
that you're gonna be seeing in screen
the characters. Maybe we are going to be
like really far away. Imagine the game
like HF empires, where most of the characters are at horseback or something
and they're like really, really far away, small
little soldiers. If that's the kind
of game that you're working on, then yeah, I mean, you don't have to do this, but if this is gonna be
looking at Gulf War, like a Horizon Zero Dawn. And the character is gonna
be the main characters. You're gonna be
seeing him quite, quite a bit then
yeah, definitely, definitely want to push
this as far as possible. Here we go. See that nice little
break up there. So now it's a lot less, it's a lot more
difficult to know this, this sort of effect,
like the fact that these guys are coming just
from the from the skin. So it's a really, really
nice way I would say to, to break up the Soviets. I'm going to add
just one more there. Perfect look at that small
little detail there. Remember the shadows
and everything. It's going to really add up. Want to have one
more? There? We go. Cool. Now, again, to save
a little bit of time, while they can do
is I can try and graph all of this small planes
and they just added here, might be a little bit
difficult though. Let's try. Number five. Should be a little bit easier to deselect this more planes here. Seven, mirror, this mirror, that one as well. And that should give us a
very nice break over three. Yeah, I mean, that's
looking nice. I would definitely like to
have a couple of fly always. We don't have a flyaway. So unfortunately,
I've mentioned, I think I messed something up, but that doesn't
mean we can't do a little bit of improvisation. So for instance, I could grab one of these guys right here. Again with just like
a self-selection. Just play around a little
bit with the beard, just give us sort of
interesting effects. So there's gonna be a couple
of hairs just like Rowdy, Roddy hairs here and there. Let's mirror those guys as well. It's going to break up the
siloed of the beard as well. A little bit more. Yeah, I think that's
looking quite nice. So I think now it's
time that we export this beard as the beard and see if it looks good on the engine. Let's go right here very quickly and then we go into our render. Most of the things should be here by the time you're watching this tutorial because
our real engine five was in the early access. And then like in
the B their face when I was recording this thing. But by the time you
do this or LNG and five will be
officially released. It's gonna be like fully
updated and fully supported. Of course, you might find some issues in the
software itself. So just don't even worry
too much about that. There we go. So I'm going to grab all of the
hairs right here, all of that hair cards. There's one thing that we
can do instead of grouping them all because it might be
a little bit uncomfortable, uncomfortable to
group everything. I'm just going to export this
assets like all of those. Just make sure that
we're not selecting anything that we don't want to. I'm just gonna say
File Export Selection. And then we go to our
assets some rows I'm gonna call this is
gonna be of course FBX, very important to
an expert as FBX, we're going to export this
as a Sam Ross be earth. Now here a non-real. Let
me pause real quick. Wait for this to
update and I'll show you the compilations thinking a little bit longer
than I expected. So I'm actually going to
stop the video right here. I've been waiting
for ten minutes and it doesn't seem to be moving that fast probably because
it's the newest engine and it's trying to make sure
everything works properly. Very common thing when there
were those civic object. So I'm just going to stop
the video right here. And in the next one, we will continue with the
next part of the hair and then we'll jump back here into a real true finish up the setup. So hang on tight and I'll see you back on the
next one. Bye bye.
35. Eyebrow Setup: Hey guys, welcome back to
the next part of our series. We're going to continue
with the grooming of the whole character
and now we're gonna go with the eyebrows. The shaders finally
finished compiling. As I mentioned, that it
usually takes a little bit longer when there was an update. So the shutters need to like cash and your system and stuff. But yeah, this is
what we got in there. As you can see, this
is what we had before. This is the old beard. I'm just going to grab it, grab the hair tests and delete it. And we're gonna go
into our folders. Let's go here very quickly
to our chapter assets. And we're going to drag and
drop the assemblers beers. There we go. Now, if you guys remember, I exported everything S like
we didn't combine things. We can go here into
the advanced option. We can select combined meshes. This couldn't be really
important in other ways. We're gonna get thousands of hair guards and
we don't want that. So just import. And there we go. So as you can see, it's trying to import
the material again, actually I imported this
on the wrong link place, whereas my This is Sam rose. So let's go here and I'm
just going to grab my FBX, the blue little element, and we're going to drag
and drop it right here. And all of those maps. This materials we don't need. So let's force delete. There we go. Let me go here. And we're going to drag
and drop De Beers, multiply this by ten. You can also click this
little icon so that everything stays
at the same skill. Let's see how this out. And as you remember, we
brought this guy up. Maybe I was wrong. There we go. So we brought this
guy up like 30 units. There we go. From the
ones that we had, it's the haircuts and we'll just drag and
drop. And there we go. That looks a lot better
compared to what we had before, which by the way,
we still have right here so we could compare them. But this looks a lot nicer, very nice, fluffy
hair, very dance. We're not releasing
any in the holes on the under beards.
So that's pretty cool. As you can see, the
material already has the coal black faces selected. So we're getting
the nice effect of mustache looks trade, **** cool. Look at the breakup
there on the hair. Like those little
things right there might not be visible or not, not be as obvious, but they're there in the softness there. It's really helping to
break up the whole thing. So yeah, some rossa
is looking at quite like a chief, right. So let's go now
onto the next bar. He'd been the most stylish,
looks quite, quite nice. It flows nicely out of the lake beneath the main
muscles like this. What's the word this? Thanks. Now, before we jump into the other elements, Let's
just bring this guy. So I think it's gonna make
it look a little bit cooler. So I'm going to select
this Export selection. Let's call this Sam
Ross care beats. We're going to go here.
Right-click import. Let's import the hair
beats. There we go. Again, combined meshes, import. We get this material,
that's fine. We're going to use this one.
I'm gonna call this m here. Beats, drag and drop them 0, this thing out, and just push
them up a couple of units. They're sitting
right where they're supposed to be,
just right there. Now, let's bring the textures. This are the same
texture that we had. This one of the cool things
about working in moderately. You can reuse so many things. I'm going to grab
this three textures where he'd drag and drop them. Remember the only one that
we need to change this, this one we need
to make sure that the sRGB is turned off. They are important. We save this and now we can
open the material, herpes material that's grabbed the horse char materials here, drag it and drop them here. As I've mentioned
before, if you've played this game when
you were a little kid, right now, at the time
of this recording, my little baby girl,
she's one-year-old. She's learning this
sort of stuff. So there we go. This is going to be
blue, That's metallic. Green is roughness, or
red is the pollution. This one is the normal map, and this one is the color map. There we go. We hit Save. Since this material was already assigned
to the hair bits. As you can see, their heritage
are gonna be right there. Looking quite, quite nice. Great. I do think the pixel depth might be a little bit too high. I'm going to go here how much we have 0.4, Let's try 0.25. We see a little
bit more solidly. On this side, we're
starting to get some holes in there
that you have. This looks pretty **** good. Look at that. Cool. So now let's jump onto the next, the next set of here, which is the eyebrows. For the eyebrows, you guys
remember we have this very nice-looking
elements right here. Actually, you know,
that's the, that's the this one's right here. There we go. Let's center the pivot points. Let's duplicate
them. I always like to work with a duplicate. This or one of those
things that can be done as a symmetrical thing. Let's start with like the
thick ones right around there. And as we've talked
about before, the eyebrows will go
out of the surface. Then they will start creating this little nice
small sharp line. That's why we're gonna be using this one for the sharp line. The way I like to approach
eyebrows when I'm doing this technique is to create
the main silhouette first. And then start filling in
the remaining elements. Now, this is not gonna be
as fluffy or as intense as the ones that we have with the other character
with the ogre. Just keep that in mind.
Let's duplicate this one. It's a lot of hand
placement unfortunately. So far I haven't found a
technique that allows us to, to speed this process up. But this gives us
the best results. It is time-consuming.
I'm not going to lie. But it gives us a
really nice result. Now that we have
the basic shape. Now we can start
breaking this up. By utilizing this guys. We can start adding
more and more. Now I, or one of those things that if you don't
think about them, you kind of have the or
at least how you had the idea that they were not as filled with hair
as you might think. I guess. Especially here in Mexico. Girdles usually pick
their eyebrows quite heavily and they have
really thin eyebrows. Sometimes. It's a
matter of fashion, like sometimes fashion
and like celebrities, they started getting
this sort of trend where it's like
very slim eyebrows. And then there were some
Trying to where they're so very very thick eyebrows. So I guess it kind of depends. My point is this, that there's
a lot more hair than you might expect here
on the eyebrows. Depending on how you want
your character to look. You might need to again, duplicate this thing
a couple of times. I can't tell you an exact
number like, oh yeah, you need to have 2
thousand eyebrows on your, let's say it's a little bit
difficult to guesstimate. But again, the thing
is we just wanted distinct to look, to look nice. And since they are, I'm
seeing a little bit of a hole in there
and he was one of the small ones to fill
this hole right there. Some people like to
paint the eyebrows. It looks okay. Especially on female characters. Because again, female characters usually have some sort
of like a makeup. And the makeup tends to flatten
the eyebrows quite a bit. But for male characters,
I'd like to go this route and actually add the geometry. Floating
a little bit. Let's push it closer. It's not like a huge problem if things are floating
a little bit, but you don't want to have them as close as possible to the, to this key and so that we
get the best possible effect. There we go. I think
that's, that looks good. Let's mirror this. Mirror this to the other side. So I'm going to
right-click shift mirror. We're going to mirror
this on x negative, in this case, hidden mirror. That looks, that looks decent. But again, we're never gonna
know until we actually bring this into unreal
and see it in game. I'm going to grab all these
guys File Export Selection. Let's call this Sam
Russ, eyebrows. And we're gonna
jump into unreal. Bring the content browser
up, right-click import. And we're going to
import the eyebrows. Now, if we don't want to
import the materials, which actually I
don't want to do because we already have them. We can go here to the
advance and we can say are just turn that off here. Do not create material. So we do not want to in protectors, nothing
Just like that. That way we're only going
to be importing the FBX. So that's the eyebrows
here, That's the hip. So let's bring this here. And just like it's 30 units
up from the origin point. And we just drag and drop the
same as hammers, haircuts. Now we could use, and this is something
that we might need to do here because I can't even see them. Did I move them? I think that the
material is way, way too thin for what we want. What we can do here is
we can just right-click, create a material instance of this guy's call this
hair cards, eyebrows. If we double-click, we're
going to have the same stuff. But now it's speaking of the
maps that we already have. I'm going to get this
there on the eyebrows. Let's go into US
refused base color, go into the pixel offset. Let's turn this off. It's really weird. I'm not sure if we have
double-sided selected or not. The normal Schoenberg
or something. Really weird. I'm gonna go to this
obstructed from depth. Let's remove that
one. There we go. So we can see this a
little bit cleaner. I think they're a little
bit like the position seems to be like inside of
the head for some reason. I'm not sure if the heads
move slightly to the front. If this happens, don't worry, we can just go up here
to the grid option. They're just pushing
this guy's forward. That was it. That that's definitely
one of the things and the other one is
definitely there. Let's give them There. That looks a little bit better. Let's go back here. Right now we're not
using the diffuse, so let's turn on to diffuse Alpha depth like
all of the maps. So it knows to use them. I mean, it is looking good. But there are way
too light, right? Not bad. It's just a little bit difficult to see because
they're not as thick. So here's where another
thing we can do. If we already know that this
is going to work like this. Options, you can just
press Alt and drag. And that's going to
create a duplicate. And it's going to give us a
little bit more in thickness. And it's definitely a
matter of playing around with the options here. Let's go with 0
pixel depth offset. There we go. So now we
can actually see them, or at least some of them
feel like we're missing. Did I forgot to
select some of them? Yeah, I did. Okay. My bad. I forgot to
select some of this guys, but I'm still going
to duplicate them because there are definitely
way, way too thin. So I'm going to push
them out a little bit. Maybe even rotate them slightly, bring them down and just
rotate them slightly. We can thicker,
thicker eyebrows. There we go. Make sure we're
selecting everything again. One of the cool things about
this is the following. We can just export selection
back into the eyebrows. Hit Export. Yes. And if we go back
to your unreal, we can just select
the Static Mesh. This one right-click
and say re-import. And they will know
that it needs to re-import the same
file. And there we go. That looks a lot better.
The shadow is good. The pixel depth thoughts
or this is nicely, this is roughly the distance at which we're
gonna be seeing it. I'm not seeing the
back face though, which is a little
bit concerning. So let's go into the hair
care cards right here. And I'm going to select
etch mask contrast. And I'm just going
to delete this guy or not that we'd have this at 0. This is something that
I read that they use for certain games where as
you go towards the edges, you can see right
there, it masks it out. I'm not sure that's
what we want. We can play around
with this. What else? Can we change the mid bias? We go. So I'm doing a
little bit of negative edge match my H max mass contrast. Nope, now works, but the other
way around, let's take 25. Interesting. I mean, I guess it
works because we're masking out and we don't see it, but I'm not sure
I really like it. My name to play
around with some of the other presets right here. There we go. Let's turn this on. Let's see if that works. Doesn't change that
much. It's supposed to be working a little
bit more like eyebrows. Yeah. I mean, that's pretty
much it for the arrows. We can give them a
little bit more depth. I think we definitely
need to add a little bit more
hair on this side, like Irish usually
started like a little bit closer to the center of the eye. Let's jump very quickly here. Let's grab some of this cards. I'm going to say Control D. Move this around. Don't worry about the other one. The one that we're
seeing back there. Because when we
mirror this again, that will be modified.
There we go. Let's do one more
nice comb to Effect. Go right-click, shift,
right-click mirror, and it's going to fix the
mirror on the other side. I think those should
be more than enough. Let's shut File
Export Selection. Let's explore them
as eyebrows again. If we go here and we go
to the eyebrows once more and we import, you
should see aluminum. There we go. That's
a lot better. Comb. Yes, I'm Ross is looking quite nice as you
can see right here. Very, very cool. The iris are looking nice. We are getting that
sort of effect where they fade out as we
turn the camera around. But at least from
this heroic BYU, He's looking quite, quite nice. So I'm going to stop the
video right here, guys. The next one I'm
actually going to be showing you the eyelashes. I'm gonna show you how to create some very nice eyelashes
in a relatively fast way. Yeah, hang on tight and I'll see you back on the next one. Bye bye.
36. Eyelashes Setup: Hey guys, welcome
back to the next part of our series today we're going to continue
with the eyelashes. And the view thought
that that was not going to show you a new
tricks and that we're, we're just going to be
repeating everything. You're wrong because we're gonna be learning a very
cool trick now, eyelashes are a very cool
part of the characters and they will add a
little bit more depth to the eyes because it's going to add a little bit of shadowing. Of course, when usually a female characters
use like mascara, mascara or fake eyelashes, they become like a really, really dense and really, really strong if you're gonna
do something like this, I strongly recommend to use haircuts because it's gonna give you a very nice result
during nice shadows, both for male characters. Usually, usually
we're gonna have relatively low or
relatively low amount of eyelashes, as
you can see here. The way I match his work,
It's very interesting. They originate on the
islets of course. But they thought originally
like in a very specific way, there's like very, very random. They do tend to
go of course like outwards and with this
very nice curvature. But as you can see,
the clumped together, they go all around the
surface right there. So it's, it's a
fun little thing. What I'm gonna do is
the following thing. As you can see, this character doesn't have the
cleanest topology. But we're still going
to be using some of the AI topology that
we have right here. So I'm gonna select the eye. Let me get rid of this guy. Shift select to do
this right here. So we selected just one
section of the eye. And then I'm gonna
start deleting all of the sections that
we don't need them. But if we get a jaggedy edge
down here, that's fine. Because I can I would
just want to get like the like the board there were I would expect
the eyelashes to be. So as you can see, all of those faces, those faces, those
faces, those faces. Probably keep those two. Let's delete. Let's see if there's
like a natural. There we go. That's a nice edge
loop right there. I want to keep the
upper edge right there. Let me go back a little
bit more than I wanted to. Let me let me grow up
the eyeball as well. There we go. That way I am going to be able to know exactly where things
are gonna be. Okay, So yeah, we can
delete this guys. This inner lines. When the cube like this
whole like arch right there, we don't need this or
this. We can delete. This guy says,
well, there we go. Let's go to the backside. All of these guys, but by
you want to keep this, you want to keep pretty
much only deep to the places where the AI
literature gonna be. I'm deleting all of this extra, extra edge towards the
window and it should be, should be a fairly
small section, shouldn't be that much of
that big of a section. There we go. That's
works perfectly fine. I'm going to rename
this, I'm going to call this eyelashes. We're gonna be using a mesh to populate a randomly populate
this area with eyelashes. But first we need to
create the eyelashes. So I'm going to create a cone. The colon is gonna
be eight sites long as it says on security person
I'm going to scale this has really, really thin. I'm going to add on the subdivision height,
four divisions. Like a really, really good number because with four
divisions we can go over this three guys who
doesn't like here, like this. And now we have a nice eyelash. That's it. That's the, that's the eyelash. And if you want to
make this a little bit thinner on the root, for instance, we can
also thin this out. Now we need to find the proper proportion
for the eyelash, like roughly the
proper proportion, which should be
something like this. Now, eyelashes curve outwards. They're gonna be
curving like this. And we're gonna be like
populating this area right here, like all of these phases
in there in a random way. And then we're gonna
be, of course, adjusting things
manually a little bit. The way we do this
is very simple. We select this guy,
we're going to mash and we activate
the mash network. This is gonna duplicate
the object ten times. It's gonna be a little bit
difficult to see right now. But they're there to the eyelashes right
there on the floor. Now I'm going to go
into this bottom, which is going to be my mash
editor, let's say Control a. And then the mash distribute. I'm gonna change this
from linear to mesh. And then I'm going to
middle mouse drag and drop the eyelash sewn
into the input mesh. And as you're gonna see now, all of my eyelashes are Like appearing at different
positions here on my element. The problem is that the original eyelash,
this one right here, might not be oriented properly, so I might need to rotate
this a little bit. We get the proper direction. Actually let me, I'm going to go into freeze
transformation. And we're gonna
have to redo this. So I'm gonna delete
this repro mesh. Let's unhide this. There we go. Best thing I can suggest is actually to move this
guy to the origin. I'm going to bring
this to the origin. And I'm gonna make
sure that the base is touching the origin. That was gonna be a
little bit easier to make it point in
the executor ratio. If meshes a little bit too complicated for you
guys, don't worry. You can also just
manually place. Thanks. Well, I think it's a
nice little tool that we can utilize for, for our advantage. Align this, and
then there we go. Now this thing is
properly facing the c-axis of our element. Actually thing we need to
make it face the x-axis. Now c-axis should be fine. Let's start to see axis
and if it doesn't work, we'll try the other one is it depends on the
direction of normals. So now again we go into mesh
greater than mash network, going to mash distribute, change this to mesh
and a drag-and-drop the eyelashes as shown on the input mesh.
And there we go. Now if we increase
the number of points, as you can see, there's gonna be more
elements right here. Now as you can see, the
method is a scatter. I'm going to say use a vector. The vector is going
to try to point, thanks in a certain
direction right now the bottom ones are
working quite nice. I think we can change
this to c negative c. So I'm going to say minus one. There we go. Look at that. Now as you can
see, we're getting all of this points across the surface and
there are randomly being generated in
India elements. So the cool thing about this
is we can just increase the scatter of the elements
and we're gonna get a really, really nice like distribution
of the elements. To add a little
bit of variation. We can go here and
add a little bit of this, a random note. Now of course we're not
going to move the position, but we can modify the rotation slightly and that's going to rotate the points a little bit. We can also use uniform scale and vary the scale a little bit. There we go. Now the one thing
that you need to do, don't forget to do
this is to control D, this mesh so that we can modify it as a, as
a separate mesh. These river Michigan delete
it or you can just hide it. And now I'm going to graph again the I and the eyelashes sewn. Let's play around with this
thing because as you can see, I mean, it looks okay. I mean, we're getting this
sort of very random effect, but it doesn't look
like the reference. As you can see, the closer the eyelashes
are to the center, the thinner they're gonna get. I'm gonna say Mesh Separate. Then mesh center pivot,
polymath, center pivot. Now, we're going to be moving a little pivot points
where we're just going to modify this, make it smaller. Modify this, make it smaller. Move this one, make it smaller. It is a little bit tedious,
so I'm not gonna lie, but it's gonna be a lot easier
than what we had before. For instance, all of this once
I can just move them down, just make them intersect
a little bit. There. There we go. If you see someone that you don't like just to leave them, that's fine. There's a lot here. Let's delete all of
those ones right here. Let's make them a little bit
smaller. Get them in there. And of course, it depends on the type of
character that you want groomed or not. Their eyelashes are. I let's just go out. As you can see that they
kind of like curb out. It might be a good idea to just like curb this guy's house. As we've mentioned before, the best result is
always gonna be the one that you spend
the most time in. And you'd like really study the kind of effect
that you want to get. One like super
amazing eyelashes. You're going to spend some
time making sure that all of the eyelashes are pointing
in the right direction. For instance, I
love those guys are pointing in, in a
very weird way, so let's move them, make them smaller since
we're on the border now. There we go. For this one. Sorry, like finding them out. I'm going to delete
some of them. Just start moving
these guys as well. Very important that they
intersect the skin. It doesn't really matter where
if you saw the reference, you saw that I
really like random. They follow this direction
but it's not really like super-important word are
coming from as long as it's just coming
from the eyelids. There we go. We have some nice
isolate eyelashes. Now let's de-select everything. Let's recompile it. So let's delete history first, and then I'm going
to recombine them so that's a little
bit easier to manage. This are gonna be my eyelashes. Grab them. Like this one right here,
it's a little bit low. You can also go into face
mode, just like manually. Move some of them if needed. Very crazy looking, but
because it's like biking, so kind of makes it a
little bit of sense. You see some of them
intersecting like this one. Might be worth it to give it a little bit of reorganization. There. There we go. I'm going to grab this guy,
shift right-click mirror. This is gonna be x
positive on the world. Going to give us our
eyelashes right there. We're going to export them. So File Export
Selection, eye lashes. Now the disadvantage
of doing this, it says this case
our geometries. So we're not going
to have the smoother February gonna have like
a traditional material. But again, it's simple objects so shouldn't really be
that much of a difference. You can, of course, as
I mentioned before, use haircuts creed here guards
for this specific asset. But I wanted to show you another technique that you can also use, which is actually
modeling to here. So let's just 0 this
out and move this up. Let's turn off the grid
again so that we can move exactly where
they're supposed to be. And as you can see,
they're gonna be very, very minimal, but they're
gonna look quite, quite nice. Now to treat the
basic material here, I'm just going to
add a new material. I'm going to call
this M eyelashes. The base color is going to be black like this one is
actually working quite nice. I'm just going to press
want and click to create a roughness element. And then we're gonna change this value to
something like 0.7. I want them to be
quite rough, mom, maybe not that rough,
let's say 0.5, semi rough. I'm also going to
create a base color right here to make
a completely black. That should give
us a nice effect. And then we'll
just drag and drop this into the eyelashes. There we go. Some nice dark eyelashes
that are going to add to our character. And that's it. That's it for this one guy. So I'm going to stop right here. And in the next one we're
going to jump onto the hair. We need to do the top hair
of the character right here, the little man bond
that we're missing. And then we're almost done,
almost done with this. Really cool, like a biking t fleeing super medieval
fantasy character. Hopefully you guys have been
liking the content so far. I'll see you back
on the next one. Bye bye.
37. Hair Grooming: Hey guys, welcome
back to the next part of the first
three is still there. We're gonna continue
with the hair Grameen, we're gonna be
doing this top part of the character and stuff. I'm pretty much done with
the mustache, with a beard, with the little braids, with the eyelashes,
with the eyebrows. And now it's time to
go here for that, for the men bond, right? So if we take a look at some of the reference that we have here
for demand bond. We're gonna go forward
like a certain, like a clean one that
we're not going to go for, the super fancy one because we don't have
all of the cards. So we're gonna go a
little bit more of with something like this. So as you can see, we've
got a lot of volume here, which I definitely want to
get them on my character. And then we got this sort
of effect here on the top. I think this is a
fake one by the way. But yeah, so as you can see where it's starting to build up our volume right here, I'm going to click Control D. And another one
of this big ones, clean ones, like up here. Push it up, and then they
can grab this top vertices b to use self-selection
and just push this down. So we go up and down
and this creates this very nice volume
on the hair itself. Now of course we
can control D this, duplicate this,
rotate it around. So we couldn't create the
sort of effect right here. Cover some of the side
view of the element. Probably going to rotate
this a little bit as well. Control D. Let's move this to
the other side. Again, just kind of like, it's kind of like if we
were creating the chunks, but like up here, let's turn on seven so we can see this a
little bit better. I'm just going to add,
I'm gonna show you how to do the bond real quick. We're gonna use the tourists. Even though it might seem
like a really crazy, we're gonna be using a
couple of tourists here. And this is gonna
be like the NAACP that we tie back here
for the character. So let's go right above
there, the trig board. This one is very similar to
what we did with the braids. We're gonna assign the same
material that we had before, which is I believe lumber two. There we go. And then if
we go to the UV is you're gonna see that the tourist
actually has a very square uv. So we can just modify this. I'm going to be using one of the bottom ones like
this one right here. Let's move the UV so we can
see how this is behaving. It's rotated as you can see. So I'm going to need to
rotate the direction. We catch the flow of the
hair the best possible way. And there we go. That's gonna give us a
sort of like nice effect. Let's rotate this donut so
we're seeing it right there. Then if we just
duplicate this doughnut, scale it like a couple
of times around. We're going to be able to create this effect where we created
a nice little button. I use this trigger a couple of years ago for another
character that I did. And it works rarely very nicely. You can't even scale
this a little bit. And as you can see,
this is gonna give us a very nice bond right there. If we need this to be
a little bit bigger, which I think we, we do, just scale the whole thing up. We can play around with
the proportions there. But the thing is
that we just created this very nice bond that's going to be sitting
on top of the hip. So something like this
and all of the hair. So as you can, as you're
seeing right here, are gonna be like collapsing
to that specific point. And that's going to allow us to create the effect
of the man born. Now of course, we're gonna be breaking this thing
up a little bit. For instance, gonna be
rubbed this chunks, I think let's just
combine control. Dean. We're gonna be like adding a little bit of
noise here to the side. Let us go into vertex mode. Play around with
the curvature here. Keep that soft selection
like not so big. We can get a nicer
like break here. As you can see, it looks
like we're pushing the hair instead
of the character. Let's do one more of this. Looking really, really cool
for the whole breakup thing. There we go, and it
looks, it looks nice. Let's go with those two
chunks that we just created. Let's mirror them. Here on the other side
you can see that's looking a little bit
empty on that area. That's where the big chunks
are really, really useful. Push them back. Use the big chunks to guide
the hair right there. Let's just like the bonus, a little bit off-center. Go there. Now I've seen some of this
bonds, like on the back. They do grab a little bit
of the back leg here. It's part of the thing, so we definitely need
to do that as well. I'm going to grab this like another one of these
trunks, control D. Let's scale this
down, scale them up. And we're gonna
bring this around the bond to start creating
the connection right here. This Go Control D, lay them out. Control Dean. Let's go around that. Just keep moving. This guy's going to go with this
three, mirror them. But this case it's gonna be
x negative heat applied. Then just play around
with this one. That way it looks like we're
grabbing here from all over the place, all around the head. We go. Let's start bringing this
up because as you can see, it looks very, very bad. So let's grab this
one right here, Control D. We're going to
start using this plane. To break this up a little bit. There we go. There we go. Just creating a
little bit of volume. Since this thing
is going to be on, It's not supposed to be a part. It's gonna be super accessible. We're not gonna be seeing this it as much because the horns are definitely taking a little bit more of
the protagonist. That means that we
can be a little bit looser on how we
arrange those things. Another thing that I didn't do, I don't think it's gonna really make that much of a difference because the shader
that we're using really good, the
one from a real. But I didn't paint
the head width here. I wasn't expecting to add hair
to this guy to be honest. I thought, well, we're just
going to be adding the beard, but I decided that it was
gonna be a good idea. So there you go. Just a little bit of
extra here right there. The one that I
definitely, definitely, definitely want to add
our little breakups. This one's right here. Those ones, the other ones, this one's, let's center
the pivot points. Control D. And I definitely want
to add some of this, like break-ups. The front. Again so that we give them
a nice little transition. The surface. There we go. Let's separate them. I'm not sure why they're still together. Separate them. Control D, centered
a bullet point. Just use this, especially, especially to break
this like first-line of first-line of hairs. Really, really important
that we fade this out, though it doesn't look
like the cars you started. Again, this is not very common, like I haven't seen
all the gains that actually do this because
it's really expensive. And as you can see, it's
also quite time-consuming. So it depends on all
into production. I always told my students, Well, I think taking this a little bit more in the last
couple of years. Sometimes when we're students
and when we were learning, we put ourselves like really, really like an intense
sort of like quality bar. We wanted to make sure that
our characters look like, again, like cradles
from one of war. But once you're
working in production, like there's only a handful of games that have
that sort of quality. So don't, don't worry
too much about it, okay? I mean, of course
you should always strive for the best
possible quality. But the truth of the matter is, I would say like
95% of the time. So you're not gonna be
doing characters with that amount of detail. Sorry about that. Now I'm going to just insert a couple of fun couple of hair
cards here on the bond. To kind of have some crazy here. It's like poking out a little
bit of fun to the bond. Again, break up the area. I wouldn't expect the button, especially one from
a character like this guy to be like
always perfect. So just like a couple of
hairs here and there. I think that's going to
be quite, quite nice. Let's take a look
at houses looks instead of, instead
of from real. So I'm going to grab
everything here. I'm going to say File
Export Selection. We're going to export this
as a Sam Ross hair bun. Let's go into unreal. Bring guard acid, brush it up. Right-click import. Let's import the hair bulb. It's not going to import anything like
materials and stuff. That's great. The scene right there, 000. And we move this three steps up. Now for the moment of truth, is this guy gonna
look cool or not? Let's take a look. Yeah, of course is gonna look
cool. Look at that. Amazing. Amazing. Yeah, that's it guys. We have arrived to
the last portion of our characters presentation. As you can see, the hair
looks pretty, pretty nice. The boundary,
they're very clean. I think we can definite increase the roughness on that
and the hair login more. So now it's just a matter of playing around with the
properties here on the materials, for instance, I'm gonna increase the roughness a little bit more. What else can we do? If we can get flow maps
like the direction? If I turn this thing on, you're going to see that
we're gonna get an option for you flow map. We don't have a flow map. We could go back and bake it, but right now we're not using flow maps. So don't
worry about that. We are using vertex
color though. I'm going to turn this on. Should give us a
little bit more depth. Because we're using the
object ID variation on the sternum variation. Let's see what we get here. Niceness. And year. After this guy is my only
advice is make sure to tweak your object and your element as much as you want
here on the engine. For instance, a scatter,
I think I'm going to bring this back to 0.55. It's a little bit
darker and we're not scattering as much lights,
a little bit more solid. We can play around
with the tip power. We can definitely use
occlusion at root. One's going to be
quite important. Let's go like really, really heavy and see how this looks. I'm not seeing that much in
for their finances should be using We gave us unless we need to cool
it really, really high. We using the proper, ma'am. Yes, we are cool. So yeah, just play
around guys play around with all of the variants there along with all
of the parameters. Like for instance
here the brightness. I'm going to bring this
down, let's say 0.85. I think it's like a good number. And once you have this, you're gonna have a great,
great character to work with. One thing you can do is you can grab all of this three lights. I'm going to create a
new folder with them. This new folder should have It's fouth point at the center, pivot points back here. That's weird. Well, we could
animate this folder right here and move it around. We can see the
movement of the light. That's something that they
do very, very commonly. One other thing that
I do is there's a skylight and you can change the intensity
of the skylight. So if you want to
see a little bit more light on your character to be able to appreciate the
hair a little bit better. We all this much contrast can
definitely turn this off. It's not going to look the same. The hair will always
look different depending on the
lighting condition. For me, I found that to
look really, really cool. Yeah. Now, don't forget that you can also bring all of the
things that we just did. And as long as you
have the maps, you can bring the same
tomorrow who said and the farmers at
something that's a little bit easier for you, then you should be able to
create all of these things as well and generate
some amazing renders. So, yeah, that's it
for this one guys. We're, we're finished
with Chapter three. We're now going to move
on to chapter four where we're gonna be talking
about a female group. So hang on tight and I'll see
you back on the next one. Bye bye.
38. Unreal Engine Grooms: Hey guys, welcome back to
the next part of our CRM, BSN, old boy, am I happy to be showing you
this next area. We're now gonna be talking
about the final type of here, which is grooms
like actual groups. In the first few
chapters we've covered the what they called
universal hair rendering, which is good for marmoset
and other engines such as Unity island alarm jar at any
sort of like a game engine. We also covered the system
for real with the T Flynn with a male character and not working to be doing
the female character. But I want to show you
what I consider him. It's not only that I can see
really what's going to be the future for hair in
the next couple of years. So if you're watching
this in 2022, which is what I'm
recording this, the technology is still a little bit expensive
resource wise, so it's not going
to be as easy to implement on projects or
look on big projects. But as the years go by and as we keep moving forward
with technology, you're gonna see that this
technique becomes more and more useful and easy to use. What am I talking about? Well, you guys remember Mike? My great Here is the acid that
the Unreal Engine showed. This was done to even
a couple of years ago for a realistic humans. Now what these, we have
Mehta humans which are even nicer and better. And what I want to show
you right here is if we go to the options to the optional right here
and we go into wire-frame, you're gonna see that Mike, opposite to what we had
with the other character, with the one from paragon, Mike is not using hair cards. You can see that
he's here or am I in this case is actually
a strands of hair. See that there's no haircuts. Every single hair is geometry,
as you can see there. It's being rendered as geometry
and it's being shaded as here to give us this
amazing look right here. This is called a groom. And the way this works, this, as I mentioned earlier, we're going to be creating a hair system using
any DCC application. In our case Maya. We're gonna be using action to generate all of the fibers. But one of the most amazing
things about this is that we're not going to have to
break them down into carts. The way we get our action
elements to be working, that's the world we're
going to be exporting. You might be wondering Abraham, we just went through
ten hours of content or few showing us
how to do hair guards. And now you're
telling us that we're not going to be
using that anymore? No, don't don't jump into those sort of
conclusions because one of the things that I've been mentioning is that not all of the projects that
you're gonna be working on are
gonna be the same. So for some projects you're gonna be using is
called with hair. For some projects
you're gonna be using basic haircuts like we
did with the ogre for some projects you're
gonna be using more advanced her guards like
we did with the tip link. For like a really
advanced projects, you might be using
this ERP techniques where we're gonna
have the full group like the actual hair working here inside the,
inside the embryo. Now, as I mentioned, this is performance heavy, so you are going to have to work around with
this a little bit. I'm going to show you real quick a couple of things that
we need to make sure are turned on so that we can have access to
all of these things. There's three things that you
need to set up here inside the frame rail to make
sure that you can import and utilize here. And then we're gonna be
doing a very cool exercise before jumping into the actual, into the
actual character. I'm actually going to
start a new project. So I'm gonna go, let's
just save this real quick. We're gonna go into epic. That way. Everything's
done from scratch. I'm going to go
through interlibrary. I'm going to launch
Unreal Engine five. So if you've never, you probably use these
digital human assets that we've been doing if you
have been following along, but if not, you can just very quickly created the
project right here. I'm going to go into games
and we're going to create a third-person like a
base game right here. This is going to be, you can
create it wherever you want, but I'm going to create
this one actually on the folder for our course, on their hair cards folder here. And create a new folder
for you guys to engage. You want to access this project's going to
be a little heavy. I'm going to have to debate. So actually you're gonna have to debate the bidding
on how heavy this becomes to see if I export everything or just
like the main assets. But I'm just going to
have it right here, and I'm going to call this here. Here. There we go. This to assume maximum quality. There we go and we hit Create. Now, this is the newest
Unreal Engine five version. I'm actually
recording this right? As they released at
the news editor, the character that
you're going to see me having is probably
going to be slightly different than the
usual one that we've had in older or rails
and older in Rails, we had this very
cool like mannequin, like a male mannequin. I think they changed this
one to a female mannequin. It's also really cool. It's
pretty much the same thing. If I were to just
hit play right here. You're gonna see that
we have this very cool like cyborg mannequin. Really, really nice. I like it. But this character like
opposite to the other one is that this one has more of a smooth skin was
made out of blocks. This one has a
little bit more like a traditional scheme
that you would expect. So, yeah, we're gonna
do a female warrior. You're gonna see how
in just a second. But yeah, this is our character. The way to make sure that your project is set up to work with grooms is you're gonna go
to Edit Project Settings. We're going to go into our
rendering options down here. Rendering. There's a lot of
little things right here, but the one thing that you want, there's something
called strength. Sorry. It's called vertex. Vertex. Whereas it, a nice little option is going to allow a
limbic thanks to work, which is the kind of format
that we're gonna be using. So that's one of the
things that we need. It should be, should be skin. So the name of the thing
is called skin support, compute skin cash,
this one right here. So just make sure
this thing is turned on and then we're ready to go. It's going to ask
you if you want to restart the engine
and once you do this, don't do it yet because one more thing that
we need to do, so we need to go
into Edit plugins and we're gonna look for group. Just like this group
on the grim options, the Alembic grooming port is gonna be turned off by default. Make sure to try this one on. And now that it's
on, now you can actually, What's the word now? You can actually restart your engine and it
should be working fine. Those are the things
that you need for your for the creation of
the assets right here. Now if one of the, one of the older videos in this series, I mentioned that
there was this thing called the Nvidia hair works. This was an option that a sort of like songbird and the
media created a couple of years ago to generate
this strand base system where you're not using cards but actual geometry
to render a hair. However, this is no longer officially supported
by Unreal Engine. You can still implement
it on the engines, but it stopped being
supported in 4.16. And what we're trying
to Walmart, we read, but what really strike
to do now is it's trying to push this
groom option as an alternative and a more
easily accessible tool than the one that we have
within the ear hair works. But again, this thing that we're gonna be doing is called a, it's called a strength
based solution. So we're not going
to be using cards, we're actually gonna be
seeing the main effects. Now, there's a couple of
things I want to make sure to get before we jump onto
the actual setup of the hair, I'm gonna show you what the acid that we're
gonna be using. Let me open this real quick. Give me just 1 second. So your your assets folder, you're gonna find this
spartan helmets are options. The Spartan Hellman folder. In this one, you're going
to have a Spartan helmet, FBX, and then the three colors. And we're going to
add our character. We see this very cool
character right there. The cyborg girl. We're going to add her
or we're gonna give her a Spartan Hellman
that we're gonna be adding actual hair to. The way this works is very easy. First I'm going to create
a new folder right here. We go. Cold his hair system. Here I'm going to create a
new, a new folder again. And I'm gonna call
this Spartan helmet. Here in the sport and
helmet I'm going to import from our project. So we want to import everything, the three textures and
the FBX just hit Import. This is what we should have. So as you can see, Lashley made a little bit
of a mistake here. Let me delete this guy's
because it's separated. The FBX is, I'm just
gonna input again this guy and make sure that on the Options here in advance, make sure to combine the
meshes and hit Import. Now we have the material. Let's rebuild it real quick. First thing, yes, I'm
gonna change the name. I'm going to call this
M Spartan helmet. This one. We know that this
is a metal texture, so we need to get
rid of the SRGB. Hit Save. We drag and drop
the textures right here. Delete this one. This is going to be, this is a three colors. So the R is ambient occlusion, the G is roughness, the B is metallic. This is the vase color. This is the normal map. Just hit Save. The material is
already assigned to that material which is
already assigned to a helmet. So as you can see, the
helmet is looking quite, quite nice and look at that. Pretty cool. I actually did this a
couple of months ago, but it's gonna be really,
really cool for us. Now that we have the helmet, we need to place it on
the character's head. Now this is a little
bit, doesn't, it doesn't have to do a lot with the hair. It's gonna be really, really
useful for when I create. So I'm going to go to my, a blueprint is right here. I'm going to double-click this. As you can see,
third-person blueprints, I'm gonna click this
ThirdPersonCharacter, very important
ThirdPersonCharacter. And then here we're
going to build the position for the helmet. Now as you can
see, the character hasn't mentioned it's moving, it has an idle pose
and everything. And we need to take
that into account. We need to take that
into consideration when we're placing the helmet. So the first thing
I'm gonna do is I'm going to select
the mesh right here. I'm going to double-click
that this Skeletal Mesh because I want to create
something called a socket. And a socket is a place where
we can attach, thanks to. So we're gonna go to
this option right here, which is the main interface
for the character. I'm gonna go to the mannequin
options right here. If we go all the way to the
head, we looked for the head. Here. I can just right-click
and say add sucked. The rigor. We're now going to have
something called a head socket. It's pretty much like
a, like a constraint, like a little like locator
that we can reference and we can pair and things to that socket so that
wherever the head goes, anything that's parented to
that socket the wolf follow, would just save, close this, close this, and went back here. And I'm gonna go here to the
head of the animation class. And I'm gonna say,
I'm just gonna remember which one
this is its queen. See, I'm going to say
none for just a second. And he compiled. Then
I'm gonna go at, I'm going to add a static mesh. It's called this helmet. Then over here on
the static mesh, we're gonna look for
the Spartan helmet. There we go. As you can see, this
warning element does not match the
direction. That's fine. We're going to rotate it and
move it or surround this important because eventually
when we bring the hair, we're gonna have to find the
proper measurement swap. I'm just going to
scale this down. As you can see, it's 0.75. Let's break the
skills like snap so that we can snap a little
bit more like freely. Something like that. Let's also break this thing. Push it forward. There we go. That looks cool. Maybe a little bit bigger. Just a tad bit. Bring it back. There we go. So we can see, like, I don't want to see
any of the other hidden. Maybe we could even scale this. Probably look a tad bit more,
just a little bit more. Sets. Let's see, Let's lock
this thing and let's say 0.6. That should work. Perfect. Now we compile, what we're gonna do is
we're going to go to this guy right here, and then the parents sockets. We're going to drag and drop
this on the mesh character. And then we're gonna
look for the sockets. So if I look for a head, he's gonna be head
socket. There we go. Just hit forehead. Suck it. There we go. We already got to have
to reset this things. Just wrote it this guy back. Just remember that
we did the 0.6. What's the work 0.6 movement? Because we're going to have
to scale their hair down. Either way. Once we bring it in, we compile, we can
go back to the mesh, go back to the animations
and look for the ABP. Was, what was the name? There we go. Abp menisci. And as you can see now,
the helmet is like properly following
the character. Let's just push it a little. Love it back. There we go. There's no overlap. Now there's a little
bit of overlap there. Let's get rid of the
animation just for a second. Compile. Maybe just a little bit more. We might need to
scale it because I wasn't actually prepared this one for the male character. That's what's not
matching perfectly. There we go. That's really close
compile mesh. And we bring this animation
class again to the AVP mini. There we go. So
now the helmet is following nicely. We compound. And if we go back into
the game and we play, as you can see, the helmet
is following my character. This is the process
that we would do for like armor
pieces on the game. I know this a little bit
off-topic from the hair system. It's very important
that we add this because we're gonna be
adding their hair system now in order to make sure that it follows a
character at every point. And we get this very nice
than dynamic things that I'm gonna be showing you. This
is what we need to have. So this is pretty much it guys. As you can see, our
character is looking good. The project is perfectly
set up for receptor group. Now we're going to jump into
Maya and we're going to prepare all of the things
that we need for our hair. Hang on tight and I'll see
you back on the next video.
39. Xgen Setup: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the action setup. So we're gonna jump into Maya and even
though we have to use extra and before we just did for the haircuts on
the past chapters, now we're gonna be
exploring a couple of other tools that we have instead
of the element together, a more interesting effect. So the way this is going
to work as follows. I just imported the FBX here into Maya FBX file,
which by the way, if you can't important
FBX matrix to go Windows, Settings and Preferences
Plug-in Manager lookup for FBX and make sure it both plugins
are turned on. The most important one
is this one, FBX Maya, so that we can import and
export in the FBX format. There was this works
is very, very easy. I'm gonna go to this
helmet right here, and I'm going to select all
of the faces that we have here where I would expect
that the elements to go. You might be wondering
why can't we just paint a mask like we did with the descriptions to define where we want this well. Depth worked very well
for the haircuts. But now, since we're not
going to be using haircuts, we want to have as
much control over the descriptions as
possible by selecting the polygons were pretty
much telling extra that we only want fibers in
this specific area. Very cool little trick. There is no secret bundle or anything that you need to
create is just like this. I'm going to create
new description. There's gonna be
called Spartan care. The collection is gonna be
called Spartan collection. It's going to be
randomly placing and shaping gets some
gonna hit Create. There we go. In the same fashion as with the other elements
we need to add the gods. So I'm gonna go here to
my other MOOC guides. I'm going to have one
guy here at the center. One gate here, one here, one here, one here, and one final guide right there. Now, if we preview,
as you can see, the fibers are only going to be on the phases that
I previously selected. So it knows, knows
that those are the only phase is where I
want this to be happening. Again. This is not something that we had to
do with the haircuts, which now that you know, you can't do it of course, but it's going to work
way, way better for this. The other thing that
we normally didn't do on the haircuts was the fact that all of the
guides are actually here on the inside
of the collection. And instead of the
description and instead of the selection that we have this sort of like the phases
that we selected. We have all of this description. So I'm going to grab all
of the guides right here. And I'm gonna change the
length of the guides, not the length of the hair, which is what we've
been modifying before. We're gonna change the length of the gods and the
length of the guides. It's gonna be changed down here. Let's just wait for my a two. There we go. So here
on the guide tools, I'm going to set the
length and we're going to define how
long we want this here. I'm gonna say 15 centimeters. Remember that the units inside
of Maya are centimeters. So I'm going to hit Okay? And there we go. So now if I like check this, you're gonna see that
all of this here is going in that specific place, which is looking
quite, quite nice. Now we can also
just go with one of these guides and we
can also scale them. If you want to have
a little bit more like oomph on the front bars. We can also just play
around with the skills. And as we've done before, he can of course going to
the control points and just move them around and generate the exactly the
shape that you want. So the length is just
a very quick way to degenerate them, but that's not the
only way to do so. Likewise, we're gonna
keep this at one so that they match the
guides and the width. I think I like the width. I'm just going to add
a little bit of taper. We really don't want to add
routes right now because we want the roots here to be really thick on the
base of the helmet, but we definitely, definitely, definitely want to
add more density. So let's go for like 15 density. So really, really like dance, maybe he had
been loving more. Let's go 20. Keep in mind that of course, the more hairs that
we're generating, the cooler this
thing is gonna look, but also the more heavy this is gonna be once we bring up
the inside of the form, real alt, always keep performance in mind because
otherwise, yeah, thanks. Can be, it can get tricky. Got modified the CBD
count to ten so that we have ten divisions for each spline that we're creating here. That way when we go
into our modifiers, we're gonna be able
to add more stuff. And we're gonna go
to the modifiers and we're just gonna start
adding modifiers. So I'm gonna start
with a cut modifier, gonna say cut, and we're
going to cut between 0. I'm gonna say five centimeters. So we get a very nice like scraggly look onto
the top of the hair. So that way, again, this random function, this
is a very basic function, is just cutting
the elements from 0 to five centimeters
on the tip. Let's have one more modifier. Let's have a think he clumping multi-factor
is gonna be cool. So I'm going to add
a clumping modifier. But you guys remembered
that the clumping modifier needs some information
to work properly. And this information
we're gonna be able to get down here on the
setup maps option. We can select a couple
of options here we can use our guides to
select the clumping effect, which I don't think
we've done before. So let me show you real
quick how it works. I'm gonna say Guide and
then I'm gonna hit Save. And what's going to happen
here is, as you can see, it's using the guides as the point toward the clumping
is going to be happening. Of course, if we decrease
this to 0.4 or something, the intensity of the company
is gonna be less and less. This is not exactly what we want for this particular asset. The, we're gonna be
using this later on for the female hair function. And that one we are going to be working a little bit better. I'm gonna say generate here, so we get a clump
of map down there. I'm going to hit Save.
And now as you can see, the clumping happens either
more like a uniform way. So there's gonna be
clumping everywhere throughout the little like
Spartan, Spartan hair. I'm going to change the
intensity 2.5 so that we do have a little bit of
lumpiness, but not as much. And remember we can also check like how much confidence we want on the route, on the tip. In this case, I don't
want to have as much clumping this on the route. I want to have
more communists on the top parts of the element. There we go. Now, what I'm gonna do is I am going to add
a noise modifier. So right here, let's
add the noise and heat. Okay? You guys know that we can
change the magnitude of noise. We would want like a really
like a messy hair or we can keep it low depending on how intense
we wanted to think. I'm going to go
with a 55 intensity because I don't want to
have a little bit more, more noise on the
effect references. Always good, by the way. So if we look for
Barton helmet old, We're gonna find
this kind of thing. And if we take a
look at the hair, for instance, can see
it's really dense. It's like a cutout.
So let's look for hair and see how it looks. Quite messy, right?
Like it's not, it's not super clean,
It's a little bit messy. And we can have like even
some flyways and stuff. Which brings me to
the next point. We can actually have multiple descriptions
on the same element. And we can export those multiple descriptions as files that we're gonna
be using to again, add a little bit more
life to the whole thing. This will become more expensive, but they will make the whole
thing look even better. I really liked this
description right here, I think I think it's good, but I would like to
have some crazy hairs, like going to a couple
of different directions. I'm going to grab
this guy again, let me isolate it. Let's go into face mode, which the face mode or the face
election should still be there. And I'm going to
go to description. I'm going to create a
description and this is gonna be called Spartan. Let's call this messy
Spartan collection, placing shipping
guides and hit Create. There we go. We're going to add, now on
this one I'm going to add a couple of more. Splines. Lack a little bit more
for random way like this. And that's it. That's the description.
Let's it out. And both descriptions are here. We have two descriptions and each description has
skies and everything. So for the guides, we're also going to
go to the set length and we're gonna set this to 15, which was the element
that we have. Let's recheck this out. And as you can see, if we select this description
and hide it, hide it, we can see this one. So let's work on this
ones and then we will bring this other slap back. We're also going to taper them. Of course. We're also going
to add like let's say ten milli far account. We don't want as many hairs. I think this is a good
density of hairs. But on the modifiers we're
definitely going to add this sort of noise
modifier, hit. Okay? And this one definitely
is going to go a lot more like crazy like this. Let's change the frequency
to like two. There we go. So now if we turn
this one on again, we should see some
elements right there. Now of course what we
can do that let me turn this off again
a little bit. We're going to use
this once right here, and we can move the
control points out. The hairs are giving
us a little bit more full of appraisal work. There we go. I'm showing you a couple of other tools later on that worked really
well with action, which by the way, this is pretty much
like learning action. All of these things that
I'm showing you guys, I know that we're
gonna be using them for gains because we're gonna be using the groom options
inside the firm real. But that doesn't mean that you can't use this for commercial. So It's like a
little bonus if you, if you learn how to do this
groom for game characters, you're gonna be able
to do grumbles for cinema or commercial characters as well because it's
the same process. The only difference is
that we don't export this because I love this. Things are now pasted towards
orient in this geometry. If we animate the
helmet right here, all of that thing is
gonna, it's gonna work as heat H. And there we go. Look at that beautiful,
beautiful, beautiful. Now as you can see, we have
some crazy hair is going out of the hair right here. And that is making it
look a lot more realistic because we have the very nice like main hairs
but also like some, some crazy here is going
to other directions. I'm gonna push this one to
the front. For this one. There we go. I really like how
this looks cool. We finished with the
setup of our group. We'd like our group. I'm going to save the scene for you guys. Of course, you're gonna
have this as foreign. Spartan groom if you
want to check it out and just reference at this
going to be there for you. But now we need to
bring this guy's like convert these descriptions into a system that we're gonna be able to utilize inside
of the Unreal Engine. It's really, really easy. It might seem like something
complicated, but it's not. We're gonna be using
something called alembic, which is a file type element that's used in simulation a lot, which stores all lot of data information inside
of that specific acid. So the first thing is I'm
gonna grab the description. Let's start with the Spartan,
the hair description. And we're going to go
into the modeling, tap, into the Generate menu, and we're going to select
Convert to interactive group. If you remember, I mentioned
this a couple of videos ago, but there's two types of
action inside of Maya. The traditional action, which is the one
that we're using, an interactive group, which is a little bit more friendly. That's what we want right now. We want this thing to be a little bit more
artists friendly because it's also more
day the friendly. I'm gonna convert this
into an interactive group. No need to do anything here. Just hit Convert and we're gonna get this
thing right here. Now, one recommendation that a real mix for this
thanks is to rename them with no capital letters and just call them like
whatever the case is, this is the Spartan here and I'm gonna call
this description. Now. It might not seem like much, but this is the
actual hear you that. It's the hair like
the exact same thing. It's right here on
this description. Now I'm going to grab actually, it seems like it's
already converted. Yeah, you're already committed
to crazy here as well. As you can see,
even though we only have or we only
select the one thing, you'd grab both of
the elements that crazy hair to send
the normal hair. So the two descriptions
that we have are now here on this element
rate, right here. Now we just go again into the Generate menu and we're going to go into the cache and we're
going to export this cache. It's gonna be exploited
as an Alembic Cache. Very, very important. I'm going to export this on your assets folder is just gonna be here on
Spartan Hellman, let's call this Spartan groom. And the right now, which
is this is not animated. I just wanted to like
current afraid like nothing. We really don't need to
change anything here. I'm just gonna say export. There we go. Now we're going
to jump into a real again. Right here. Let's go into our
sport and helmet. Right-click and we're going
to import our hair system. This one, the ABC, which is the Alembic file, and hit Open. If you get this window, this little like small window
that says Group import, you've done everything right. That means that all the
plugins starts to them. All of the elements are
set up and that's fine. If you do not get this
window and you'll get the traditional like import a static measure something window. Then you did something wrong, you forgot to
activate something. Go back to the first video
on this chapter and you should be able to get
everything working. And that would just
import, and that's it. This is the group. Now if you double-click, you're gonna see that
this is the one that we have in all of her
information is right here. All of the hair's, all of
the crazy hairs, everything. Now, this shader I don't
particularly love. It's not, that's
not a great shader, but it's skewing my son some interesting information
we're going to be working with this
very, very soon. Now, we can also bring
this hint of the world. And as you can see there, this R here is now on the world. Now the fun thing
about this one, this as you guys are,
as I've mentioned, this thing right here is, there are actually real strands like this is not geometry, this is not its geometry. And the fact that
each strand is being rendered as a single element, of course, are realizing
a little bit of magic to make sure that the sperm forms
in the best possible way. But yeah, this is
the main thing. This is the way everything
is supposed to be working. So if you can get all
the way to this point, then congratulations, you have imported your first
groom here into unreal. In the next video, I'm
gonna show you how to attach this to
the character and how to tweak this
to make it look even better. Yeah,
hang on tight. And I'll see you back on
the next one. Bye bye.
40. Unreal Engine Setup: Hey guys, welcome back to
the next part of our series. Today we're gonna
continue with the setup de Fourier basic room here
inside the farm real. This is what we have from the last set, from
the last session. This is where we're
going to continue and we're gonna be doing a couple of things
because it's not only setting this guy on
top of the helmet, which is of course
going to be important. We also need to play around with the materials and we
need to play around with the physics to make sure that this looks as
nice as possible. Let's start with getting
this into the character. So I'm gonna go here
into my blueprints, go into the viewport. As you can see, this
is the character right now to make this
thing a little bit easier, again, I'm going to
go into the mesh. Let's get rid of the
animation for now. Compile. I'm gonna go here and to add, and we're going to add a
group, a group component. Group component just references anything that we
want in this case, we want to reference
this, pardon, here. We're going to parent
it to the helmet. So wherever the
helmet ghosts and distorting the hair
component will fall, we're going to select
this burden here component and down
here in the groom, it's looking for a
restraint to look for a grim asset which
we're going to select from our library. And since the only
groom acid we have in the whole project
is the Spartan group, we just click it and there this. Now the only thing
that I hate about, or I didn't like as much is that the Alembic thing does not follow proper like orientations inside of the inside
of the front wheel. You might need to tweak
it here a little bit. Now when we import, we could change things around. But in my experience sometimes, especially if your assets
are not like lineup in Maya, you might need to
switch them around, but usually buy rather than
rotating this 90 degrees on the x-axis and then wrote it in this 90 degrees
on the y-axis. As you can see, this shift
fit pretty, pretty nicely. Now as you can also see, we did not have to scale
this thing down to the proper size because it's also inheriting the
skill from this guy. If I were to grab the helmet
and scale it up here. If I scale this up, the
hair also gets scaled. So that's why we
didn't have to match the scale because
it's already like inheriting that
information by just being a parent of the
element. And there we go. Now onto the cool thing says, Let's go back to the character. Let's get the animation again. Now as you can see
it more to hit play. The character has to here like this actual hair
working properly, working on the game. Now, why is it red? We didn't painted right? I mean, it's great
that it's red, but that's not what we like
within control that well, the reason is it's
actually using, if I double-click here on my groom assets here
in the editor and they go to the material it's
actually using or it inherits. I think I need to go to the
ThirdPersonCharacter to show you when you get this thing
right here or when it's born in, inherits a basic, just like traditionally
hair shader, right now it doesn't
have anything but usually very basic hair shaders, if I look for here, sometimes theories like something there. If not, it creates
it on runtime, but unfortunately it's not
the best here at shader. I'm going to show you guys
a very basic care setup. Now some of you might be
wondering, well Kent, we use one of the
hair shaders that we have them like the human option. And the answer is yes, you can. However, if you want
to do something basic, this one that I'm gonna be
showing you just a little bit better if you want to use
one of the other ones, you need to grab
the one from Mike. I'm gonna I'm gonna
show you that once we do the female groom, um, but we need to grab
the one from Mike because the one that
Mike is using on his hair system is the one that is not taking cards into countries iterations, not looking for maps
and its values, its very complex values,
but it's just values. Here I'm going to
create, right-click on that material and we're going
to create a new material. I'm gonna call this a Spartan. Here. Are real, makes it
really easy for us to create like
a very basic here. First you're gonna select
the material and we need to change this from the
fault lead to hair. This will make sure
that this thing is behaving more like a hair. So as you can see,
we get this sort of look at anisotropic effect where it gets different values depending on the word
you're seeing it from. Very, very useful. And we're gonna be
working from this now. One very important
thing, and it's really, really annoying, but there's
a special setup here. We're going to
look for strength. You need to make sure that on the usage option you select
this use with hair strands. Otherwise there's two
things are gonna happen. It's not going to work
on your group and you're not even going
to be able to assign it to the ground because
the groom needs to be working with strength would like this a strength
based system. Very, very important that we
look for this option usage with US with hair
strands and turn it on. If you tried to look for it,
It's kind of like hidden. It's all the way down here
on the US or the usage. Yeah, just make sure that
little option is turned on. Now I'm gonna show you how to build a very simple material. This is not my
information by the way, this is from a real engine
directly from them. I think it's a very
simple Matilda. I'm going to walk you through. I'm going to take
three parameters. And this two-parameter are going to be controlling the
color of the hair. So I'm going to
press number tree on my keyboard and then
I'm going to click, and that's going to
create a parameter. I'm going to right-click and I'm going to convert
this to a parameter. I'm going to rename this, and I'm going to call
this hair color low. I'm going to Control C Control. Or actually I'm going
to press three again, create a new parameter
and do this again, we're gonna have
three parameters. This we're gonna right-click convert to another parameter. It's gonna be called
hair color myth. And this is also gonna be
converted to a parameter, and it's going to be called hair color height parameters
or variables. So the cool thing about
parameters is later on, imagine we had a lot
of characters or a loaf spartan helmets and we wanted to have like
different variations. May be the red ones are the captains and
the blue ones are the soldiers and the green
ones are like the leg, the Alamo, the
leader of the army. It has a green one. Instead of creating
three materials, we can create material
instances that are better for performance and then just
change the parameters. Okay, so it's a way to instance
things across the edging. This hair color low, it's gonna be my one
of the main colors. So I'm gonna go for this
sort of like medium, like red color like this. Keith. Okay. This one is
gonna be my dark red. I'm going to go for a
dark, saturated red. There we go. Then this one's gonna be like
in my highlights. So I'm going to go
for like maybe like an orangey, like the saturated. Now let's go for the
red with yellow, like a pinkish red like that. I think that one, that one
looks cool. There we go. The way we're going to
mix this thing is with a very special node
called a multiply, float three,
multiplied flow three. This first color goes
in the first slot. At this second color goes
into the second slot, and this third color goes on
the third slot like this. And all of this
information is going to get plugged into the
base color it visually. But there's a couple of
things that we want to add here before we do that. Now, in order to get information
from the hair groom, we need another little node
that's very important. Cool hair attributes. Attributes is gonna be
obtaining information from the strands like the u du v,
the length of the radius. Remember all of this things
that we use for the, for the car creation when we use the API utility
node and the flat, this is the things that we
baked from the hair strands into cards that we can then reuse here
inside of the engine. So as you can see,
it's the same thing. It's just causing one
of those middle steps. Instead of using cars, we're
just going to directly extract that information
from the actual geometries. What we want here is we
want to get the seeth and we're going to plug
this into the alpha. What this is doing or
what this will do is it will give each strand of hair, each seat of hair, like each instance of the
hair, a different color. And it's going to give us a
very nice red variant effect. Now, we're going to add
something called a alert, which is totally
linear interpolate. There we go. And we're going to interpellate the base color, like our mid color,
this one right here. We're going to mix it up with all of the
colors that we have, a sort of like to base layer for the colors and then variations
of this guy right here. And we're gonna be using a parameter that
we're gonna add, which is gonna be a one. Press one and click. This is gonna be our Alpha. So we're going to
set this to one. Now we can also convert
this parameter and call this color noise amount. There we go. Now we're
gonna multiply this colors. We're gonna do a multiply node. Eventually going to go now
into the color section. Right there. We're gonna occur
the new parameter. This parameter is gonna
be the brightness of the multiplication
that we want. Brightness. That's it. So if
we multiply by 0, we get c. If we multiply
by one week at once. So in this case I'm
going to set this to, let's start with a
0.5. Halfway through. That way we can choose,
remember, these are parameters, so all of the parameters we're
gonna be able to change. Now we're not done. This
is just half of the book. We can already see how
this thing is gonna look. So if we go here
to the character, again to the viewport, we go into the groom. Right here. We can drag and drop this onto the material and get a look
of how this element looks. You can change the speed
of the camera right here. So let's lower the
speed so we can really focus on the effect
and look at that. Beautiful, like really, really nice. It looks
really, really cool. Especially if I select
something else and we don't see the anti-aliasing. Look at that nice variation of dark red light rats
and Sandra reds, giving us this very,
very, very cool effect. Now what I'm gonna do is I'm actually going
to create an instance. I'm going to right-click this guy creating
material instance. Just gonna be like
this instance. And this is the one that we're
gonna get into the groom. Because now we can double-click
this guy right here. Let's bring this out. Go back to the third person. We can change things around, for instance, the brightness. We can increase or
decrease the brightness in real-time and get the effect of what kind of here
we want getting. Imagine having to
bake all of this down again instead of like Arnold. That's why this is
super, super flexible. We can also go here to the color noise
amount, for instance. And the more amount we get that, the more variation
we're going to have, as you can see
right there, or the more neutral tones
we're gonna get. So in another little
bearable that we can use there to multiply colors,
we can change the colors. As I mentioned, maybe we
don't want this hair to be. What's the word breath? Well, when this
change to be like a blue, Let's go with this. Or like a blue color, 200 is the value. And we'll just go here. We change the value. Look blue. We're not changing the
saturation or anything, we're just changing the
value. And there we go. So in a very, very fast
and efficient way, we can change how this here is going to change
the colors of the effect. And again, this is just
half of the equation. This is just the, the main
domain like construction of, why am I saying that this
is the main construction? Because now if we play while the things
that you're going to see is that this thing
is shining like super, super brights, like reflecting the whole, the whole element. And that's not, that's
not what we want. So let's keep on building very, very simple sections that
we're still missing. Very EC2 to change around. So right here,
although attributes, we're gonna use an app note, we're going to add the u, which is the length or the
direction of the hair. And we're going to add
those plots, the seeth. We're going to run, run
this through a noise note, which the noise is going to
of course add some noise to the information and it's
going to break up the colors. We're going to bring a,
another linear interpolate. Interpolate. We're going to mix this
if B with an Alpha there, what's going to be
another parameter? This is going to be a parameter. This is going to
be the roughness, roughness, noise amount. I'm going to start with a 0. We're gonna be able
to change this. Then this, we're
going to go through another linear interpolate
from a leader interpret. These are just like making
a mix between two values. Sorry. This is going to
go into the Alpha. It's mixing between two
values that go through an Alpha which is the
mask of those values. This is going to go
into the roughness. And therefore the
values. We're gonna have two more parameters and we're gonna be exposing
this first parameter. It's going to be the roughness
at the actual roughness. So right-click
convert parameter. Gonna be roughness. Then this one is gonna
be roughness one. So it's gonna be like a, like
a secondary roughness if you wish. Roughness one. By default, this
is gonna be set. I'm going to set this to 0.28, and I'm going to
set this to 0.38. So we're going to blend between 0.2018.38 with a little bit of noise coming from the
strands of the hair. And that's gonna give us a
very nice roughness overall. So let's just hit Render or just compiled for
the shader to compile. Now, if we take a look, as you can see, it's
not shining as much. Now. It looks a little bit
semi-transparent, which I don't love. So I'm gonna show
you how to fix that. When we bring this guy's into, into unreal and we're
importing this groom effects. There's a lot of data that
gets imported as well, and we can change that
data a little bit. So for instance, I can go to this guy and then double-click this groom and this are the
attributes of the groom. And if we go to the strands, you can see that right now we have a certain hair width
which we can change. We can make these things look
a little bit like denser. We can change the
width of the root, we can change the
width of the tip. And it's really, really handy. Technically, technically,
you should be getting the width that we're
getting should be the same width that
we have in Maya. But sometimes things
don't look as nice. So for instance here,
shallow density, we can increase the
shallow density to give a little bit more depth. And as you can see,
this is gonna look a little bit more intense. Now the tip definitely needs a little bit more scale or
to lower down the skills, I'm going to lower down the
scale on the tip right here. And that's gonna make the hair a little bit thinner as well. And it's going to look a
little bit more natural closer to what we have
in the night in Maya. Because remember D Alembic file, this is one of the
magic things about the Alembic file is not saving, like it's saving their curves
themselves like the curves, the information of the curves. So we can modify that
curb information at runtime as you're seeing
here on Unreal Engine. Now when we hit play,
as you can see, the hair looks a lot nicer, lot thicker, and a lot closer
to what I would expect. We could keep on playing
with the what's the word? We can keep on playing with the with the roughest and stuff. But I'm going to show you
the last little thing here for the Spartan helmet. This last little thing
is the dynamics. I'm going to double-click
the Spartan thing right here, the Spartan groom. And when you're
gonna go to physics. And if you want this
thing to be affected by physics such as the
movement of the character, gravity and stuff like that,
you need to turn it on. So here on the solver settings, I'm going to click on. Now what's gonna happen? Group this thing false. Now it's actually
simulating real, real, real-world
physics on this object. And it looks amazing. You're gonna see in just
1 second look at this. Now the hair, as you
can see, it's falling. And what we move the
character. Look at that. Most around when I jumped, it just like bounce around. It's having this sort of
like a spring effect. So as you can see right now,
is really way bees God, like if it was made
out of rubber. But imagine a game where you have a character is just
fighting all the time. This is the kind of stuff that you want to have on your game. Let me let me do something here. I'm gonna go to the blueprints. I'm going to go to the viewport. I'm gonna grab the
camera, just got a closer, higher compile. That way when we play, we
can see a little bit closer. There we go. Look at that. So as you can see that the hair looks really, really good. It's reacting quite
nicely to the physics, but it's way too wavy rightly, and we definitely want to
make it a little bit stiffer. But maybe it has a little
bit of glue or something. And one of them make this
thing look a little bit, a little bit better. To change the stiffness
of the effect. We're actually going
to do that directly under groom on the character
That's one right here. We select the groom.
We can go all the way down to the physics
assets to do. Where is it? Simulation physics? Let's open this
simulation settings. And what we're gonna
do is I'm gonna say overripe settings. Then I'm gonna say it simulation
setup, Solver settings. We're going to enable
the simulation again. So now the hair is falling. And if we go to the
material constraints, these are the things
that are changing how this thing behaves. In this case, for
this particular hair, one of the things that
we want is we want to increase the stiffness. If we do one on the stiffness is gonna
be really, really stiff. Now when we move
around, as you can see, it's not moving as much, but
I think it's way too much. Let's try something like 0.7, because I do want this thing
to fall a little bit more. Feel free to just like more round and play
around with all of this guys because those are the setups are
those sort of things. They're just gonna be modifying to get the best possible effect. Because you can see
this looks a lot nicer. It's still a little bit like a balancing us and
stretching this. But it reacts to the kinematic effects of the character really,
really nicely. I didn't animate this. This is not animated. I'm following the animations
of the character and the hair is moving in
a very realistic way. I still think it's a
little bit too shiny. So I'm gonna go to
the material here, to the instance, and now
we have more parameters. I'm going to turn this guy's on and let's increase
the roughness. Let's go for like
I'm going to say 0.50.6 under roughness here. Let's hit Save and play to get
an idea of how this looks. Yeah, that's way better. Still a bit, it's still
a little bit like shiny, not as much as we had before, but still shiny here
tends to be shiny, so I'm not against it. We can definitely turn
on the noise amount. Let's add a little bit
of fluid. Let's say 0.5. Save this and let's
see how this looks. Again. Strength to look at the light. There we go. So as you can see
now, the actual hares are broken up a little
bit more now than, than one thing
that's a little bit like I'm not exactly sure what happened here is
the hair looks good, but it seems like we lost
the flyways that we have. If this happens, I thought we did have the
flyways right here, but it seems like we didn't. No problem. I'm just going to grab the Spartan messy
description right here. Do the same thing. I'm just
going to say generate. We're going to convert this
into interactive group. Convert. Let's just call this
Spartan messy description. We're going to go into cash or generate cash export cash
gonna be Spartan groom. Messy. Export. Let's go here into unreal. Import real quick. Spartan, messy, open.
Everything's ballot. Perfect. Just hit import double-click. And yet I can see that there's
a description, so perfect. Now I'm going to go back to
the third-person character. Let's go back to the viewport. I'm going to add a
new group component. This grim component,
we're going to get it instead of helmets swap. Now we have two, so there's
going to be the messy one. We go Same deal. 90 degrees rotation,
degrees rotation like this. There we go. Compile
on the materials. Of course, we're going to add the same blue material
that we have right here. We don't have to do
this twice or anything. Compile. If we want those to
have dynamics as well. And then we have to go here and they will simulation, save. Then that's it. So now, since those are free, I'm going to keep those
a little bit looser. So you can see those are
moving a little bit more than they than the other
ones. There we go. So we have two
different systems. They're two different
hair systems working on our character. Cool. Look at that. I mean, I remember like ten years ago when they
started this 3D career, during this guy's meant
like so much work. It was weeks of
work just to get. And then he mentioned
that look this good nowadays, look at this. It's only took us about an hour and we already have
this amazing results. So now that we understand
the whole process, now we're gonna go into real-world example and we're
gonna be doing a character, we're gonna do in the full
algorithm for that character. So yeah, that's it
for this one guys. I'll see you back
on the next one. Bye bye.
41. Character Setup: Hey guys, welcome back to
the next part of our series. Today we're gonna start
with the character said though this is
our final project and we're gonna be using o
of the things that we've learned with the
Unreal Engine groom. And we're gonna be doing
a very nice hairstyle here inside of Maya with action. So if you're navigate
to your public folders, you're gonna find
this one which is called Irina the vampire. For those of you that know a little bit about
Dungeons and Dragons, Irina is a character
from a cursive strap. And in my campaign, she actually became evil. It was, it was quite fun. I'm just going to drag her here. And this is something
that could happen to your character like this one has a lot of transformation
information. Let's just delete
it. Lee history, I'm not sure why we're
inheriting all of this stuff, so I'm just going to delete
all of those groups. We don't need them.
And let's rename this. Let's call this arena model. Head. There we go. As you can see, proper
topology, good edge flow. We even have a mouth back. So this is a perfectly
workable character that I did a couple
of years ago. Yeah, this is the one that
we're gonna be using. As you can see, that topology
is not super, super dense. I wanted to keep
it light because Harris already like quite heavy. So by doing this, it works
a little bit better. We also have the colors, so
I'm going to right-click this girl assign a new material and this
is one cool thing. I don't think I've
mentioned this before, but if you assign the
material here instead of Maya and you call it properly, I looked called hurt Irina. Skin. When we export this as
an FBX X4 are real. It will remember
this information and it will create
the material like automatically with the
naming convention and even with some of the
textures like assigned to it. So in this case, I don't want all the textures. I actually just want
the color texture. Here on the files. We're going to go to our
file setup. There we go. This is one of those cases. I tried to paint
her a little bit like a like a golf girdle. This is one of those
cases were elimination is actually really helpful because the elimination
that we get here, since we're actually going to
be working with the fibers, we're not gonna do any
bakes or anything. It's gonna be transferred very nicely into what we
see in Unreal Engine. So one thing that
I do want to do, and this is very important
that you can see the head is folding
old way over here. And whenever you export
an FBX into unreal, one of the things that
happens is it will assign the pivot point at the vase where the origin of the scene. This is not really where
we want it a character. I'm going to grab this girl
right here and I'm gonna move her pivot point to the lowest
point of her sections, so that'll be right about there. You can be quite exact. It doesn't need to
be perfectly exact, but that one right there. Now I'm going to
create the locators. So I'm gonna say create locator. This locator by default is
greater than the zeros, zeros 0 points on the origin. I'm going to grab the
locator, the head. And then if we go into Reagan, we can do a very quick
constraint parent without maintain
offices and hit Apply. And this will bring
the proof point or D, the object down to the floor. Very, very handy
tool to bring things or to place things where
we want them to be. We can delete the locator, the constraint gets
deleted this wall, and this is what we have. We're gonna go
into Arnold lights and we're going to create
our sky dome light. In this one we are going
to be adding a file, the same one that
we've been using, the one that we got
from poly haven. So this one right here,
this studio, London. Now if we press number
seven or light, we're gonna be able to see
the light information. I don't want to sit this guy, so I'm gonna change
the scale down to 0. And there we go. We can of course
turn on shadows. It's gonna be a
little bit expensive. We could turn on
ambient occlusion, for instance,
turned off shadows, anti-aliasing, definitely
something that we want and that's going to make
her look quite, quite nice. Now, there's one
more map that I'm gonna be showing you
and actually let me, let me show you how
to extract this one because it's actually
really important. I'm gonna grab this
girl right here at the early history of
freeze transformation, I'm gonna say File
Export Selection. And again, you're
not going to have to reset this thing
if you don't want to, I'm gonna go here and I'm
going to export this FBX. That's Irina. I'm gonna
call this Irina game. Right? There we go. So now if we jump into our real, I have the project set up
that the project opened. This is where MC
is. There we go. What I'm gonna do, the
first thing I need to do is can we delete this thing? That's really weird
and just save this. There we go. I'm gonna go to my maps
and if you remember, we have the Sam Ross map. But I really liked the way through the digital inhuman one. So I'm just going to
right-click this one. I'm gonna duplicate this one. I'm going to call
this arena render, Enter, save selective. And it's the same one. It's pretty much the same
exact elements as you can see. We have a couple of extra
spotlights here and there. And it makes it look really, really cool for realistic here. I'm gonna grab Mike
and thank you Mike, but we don't need you anymore. I'm still not sure why we
have that one. There we go. Now we can delete it. I created a new folder
here on the maps levels, and this is where we're gonna
drop all of our elements. So I'm gonna go to my
Irina game ready FBX. And as you can see
when we import, we're actually going to
get let me try that again. So I think I deleted this for the hair card, so
I'm gonna go here. Again. You really are getting
ready to drag and drop that down here on the materials. I'm gonna say create new
materials and hit Import. Now we're gonna get a new
material and as you can see, we already got the
base color plugged in. It's working as expected. I'm gonna grab my normal map. My occlusion refers metallic. Drag this here. And this is what
we're going to get. Now I'm going to double-click
here, double-click here. This one needs to be on
linearized or linearized. You'd save, go here. Drug, normal map, drug,
the roughness, metallic. Let's plug things in. So this is gonna be
my ambient occlusion. This is gonna be my roughness and this is gonna
be my metallic, this is gonna be my normal. There we go. We just save. Since all of this things
have been properly set up, should be fairly easy
to just hearing that here into the place. Just hit one or 000 and she's
gonna be in the origin. As you can see, she is like almost where it's
supposed to be. I'm just going to move her up. And this is where most of the lightness
probably about there. I think the heads a
little bit small, so I'm going to change
the scale to 1.5. Before I do that, I'm
going to click this little like a lock so that all of the channels move
at the same time. That's the 1.5. And there we go. Now of course, we can play around with some
of the spotlights. You can see all of
these spotlights are it's just like a blueprint
that has a lot of spotlights together so we
can increase the intensity a little bit it to shine
more light into her. There we go. Let's good. I wouldn't say this is
like my best model, but I wanted to share a model that looked cool for you guys. Hopefully you guys, I like her. Now one thing that we
definitely need to add, the ice, I'm not going to be doing
realistic eyes right now. That would be another
two hours of tutorial. I don't think we're
gonna be able to afford it that this time around. I'm just going to add a
couple of white spheres. Let's keep her white
ice this time around. We've done, although
like black ice with the tip link and stuff. There we go. Now those goods, so I'm
just going to say mesh. In modeling, I'm gonna say meshes so that we
get a softer effect. We don't want to see
any sort of like jagged the elements or anything. We could actually try and
grab the eyes from Mike, but the shape of the eye
might not be the same. This girl is actually a little
bit more stylized than, than a traditional humans. So that's why she might
be slightly different. Let's call this Irina ice
File Export Selection. Again. We go back into a real here. We're going to import our ice. Import. We are going to get the
material just a basic Lambert. We bring them in. There we go. Now, a very easy way is to
just go here to the location. As you can see, this
should be 0 and this is one hundred, seven
hundred and fifty. Just have this thing
be at a 1005000. The scale though,
needs to change. So this one has 1.5 scale. For the ice, we also
need to have 1.5 scale. And there we go, they should
match perfectly fine. So as you can see that
it looks quite nice. I want them to be a
little bit glossier. So I'm gonna go here
and without 1 here to this specularity and
change this value to one. That way we're gonna have
a shiny, shiny material. There we go. So now it should be refracted or reflected
a little bit better. I'm also going to add
a roughness value. And roughness is gonna be at 0 because I wanted them
to be really glossy. There we go, kind of
like glass, glass ice. Now the one method I want
to add mike has the map and we can very easily add
is the subsurface map. So this is a very
interesting map that we can extract
from detectors. Now, I'm not including the textures because it's
not because I don't want to, It's just a lot love more
like a heavy information, but all of them absolutely are gonna be there
available for you. This is a very simple skin
setup that I did here. One of the important ones
is this one right here, which is like a fake
ambient occlusion that we did need to
export this mask. I'm going to select this
mask and I'm going to say export mask to file. We're going to export this
into our assets folder. We're going to call
this SSS mask. Now if we bring this here, you're gonna see that we have a black and white
mask that tells us where the subsurface
is more intense. In this case, the ears, the nose a little bit on the
eyes, the lips. Very important that we
dealing or isis ones as well. Sexually already like a BNP. I think it's just
like BNP gets BNP. So it's, it's a grayscale
image that's great for us. And if we go to the
material right here, we can change the
way this material works in a very similar
way to how we do the hair. There's one called
the subsurface. We just like the
printer graded skin. And if we go here
to the opacity, this is going to control the translucency
of the material. Right now if I just
save this here, you're gonna see that the
whole Irina character gets this sort of weird effect. That's fine. But now we're going to
use this opacity mask. Oop. Sorry, not here. This are the ice. So over here we're going to
use this opacity maps to mask out where we want this
thing to be happening. On the opacity, we go
there, we hit Save. And what we should be getting is now we're gonna get
this sort of like why the effect only on the
light bulb this properly. Then we need to grab
the red channel. Let's try that. Weird. We're also going to
need the red color. So here we're gonna
change this to red, saturated red color. There we go. Hit Okay. Ben Barres, I supposed to like dead, right. So let's go. That's the subsurface color. Hit Save. I'm not sure if the mask
is embedded though, and that's why we're getting the other effect
shouldn't be though, because it's so we are
using the proper one. Really weird. Let
me try using it. There's a node called x minus,
one minus, there we go. And this one in
birds, the colors. I'm going to try this one.
Maybe the mask is embedded. Let's save this. No, it's the shader here. Let's change this instead of
the pre integrated this guy, I'm just going to use the
subsurface surface profile. He'd saved. Want to working. Let's delete this, get
this into the opacity. He'd save. There we go. That's giving us a
little bit more detail. A little bit difficult
to see, but it's there. You can barely see
there on the ears. So there you go. Look at that. That's what I'm talking about. That's the mask is doing
its job and that's the subsurface working
a little bit better. It might not be as obvious
because of the light scenario, but as you can see, it's there. It's actually giving us this
very nice subsurface effect. So just small detail. Make sure to use this one.
The not the reintegrated use the sub surface profile
makes it easier for this because this is a
very, very simple skin. We're not going upward like the human realistic scheme,
like many humans and stuff. This a little bit more stylized. And yeah, that's pretty much it makes sure to save
everything here in our real, everything is already set
up here inside of Maya. And now we're gonna start
with planning out at the blood degenerate hairstyle that we're gonna be
working with this girl. And we're gonna do
three things for her. We're gonna do here. We're going to do eyelashes, we're gonna do eyebrows, and we're gonna do
the whole houses. So there's gonna be
three grooms systems, several descriptions with
three main groups of systems. And that's gonna be
our final project. So let's start preparing our reference and
then we'll get to it. Hang on tight and I'll see
you back on the next one.
42. Gathering Reference: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the reference for our character,
for our final group. I'm actually gonna
be using very, very few references or burn fuel reference right now
because our hairstyles, especially when you're
grooming a hairstyle, you wanted to get dy
is specific hairstyle. Write this as close as possible to what we haven't reference. So I found this one right here, which I think it's
pretty, pretty cool. It's this very like a
lazy breath, right? It's not like
super, super tight. And they chose this
one because it's gonna be relatively easy to get it as close as possible
for our first project, especially if you've never done a grooming with extreme before, it should be fairly, again, fairly for the EC2 to
properly, properly get there. So let me there we go. The flow. Just to make the brush
a little bit nicer. There we go. So in this case it's not that much about like
gathering reference, but rather understanding
the reference that we have. Because one of the
most important secrets about what we're about to do is at the
placement of the guides. If we properly plays guides
where we need them to be, then the whole process is going
to become so much easier. It's again, it's a
very complex software. There's a lot of things
that you can do with it. But the best thing that they
can or the best advice I can give you is take
it step-by-step. The first step is
making sure that we understand how the hair flows. I'm gonna be using this
very intense color and we're going to start
with the eyebrows. So if we were to look, understand how the
eyebrows are flowing, you're going to see
that they are flowing up in this direction. And then the bend and flowed
down in this direction. Like they they started
like curbing out. So midway through we
have a little bit of nucleation and then
more inclination, and then pretty much like a straight inclination
down here. This five arrows suggest
that I just drew. Those are pretty much the suppliers were
that there are guides that we're gonna be
adding inside of Maya to make sure that everything
flows in the same way. Because you guys know that all of the hares that get
created in-between the guides will interpolate
and they will be like gathering or generating
this sort of effect. That we can also see that
we start right about here. So this is where
the nose will be. My, my middle line like with the middle section
that the x-axis, that's what we're
gonna be starting. A little bit of space there. And then we start with
very few hairs here, and then we go back into
smoother and software hairs. You can see that there's a
little bit of a mask here. This one has a makeup. That's why we see this
dark shadow and this is a little bit more natural
and we're gonna go for this sort of
like natural look. Then for the eyelashes, you can see that
again, we start with very small eyelashes here. They become a little bit
longer here, longer here, and then they start
twisting around like the guides there
were pointing to different directions
on the same thing here we have this
guy right here, here, small here,
really big over here. But again, they
create this sort of like fannie section right here that we're going
to have to emulate inside the far of our
character in mind. Then comes the most
complicated one. And this is going
to again, the more you practice, the
more you do this, the easier this
is going to, this is going to be for forever one. The way this works. First of all, we need to
go look at yellow color. I'm gonna kind of
like finish the hair. I can see a line, like a parting line right
there in the middle. What's gonna be
happening here is we're gonna have guides going down and back into the space. So this guides will be like a really long guide going
all the way to the back. And then these guys
right here are gonna be really long as well. And this are the ones
that we're going to start braiding to create
the sort of effect. We can see that the main chunk of this break comes from there. And then there's another
chunk that I would imagine comes to it
from back there. Then there's another chunk
that comes probably from the middle section and then
more guides going down here. The way I like to study
guides when I'm doing this sort of like a
reference study is I like to start with the ones from the middle section and then draw a couple more
inside of the mucus. Otherwise, if you would like, pull all of the hair up, there will be a lot
of bald spots all over the place here on the
on the sides of the head. Even though we yes, we
are going to have all of those guides like
really long chi, it's going all the way here. We're also going to have
smaller guys following a very similar flow
back into the breath. Most of feathers
you can see it's gonna be like really long hairs. There's going to be noise,
there's gonna be flyways, there's gonna be maybe a
little bit of transition here. Up here. Like most of the things that we've
done with Kierkegaard's, we're gonna have to find here
inside of the reference. Now there's another thing
I want to show you. You don't have to do this. I've provided this for you guys. But in the substance file or when I was doing a substance, I actually painted a mask. And this message, this is
very important because you guys know that we normally paint the density mask instead of the actual
generated, right? Well, you can actually
paint that mask from your favorite like sculpting
or modeling software. You can then just in
blender, you can do this in Maya, you can
do this in ZBrush. I personally prefer
doing it in substance. We can see a little bit easier. I'm not again, providing this file for you
because we're not expecting you guys to be
masters of a substance. We're not really
using it for any of the other things that we
did throughout the course. But this is a very simple mask, is just a black mass right here and then a
white layer on top. And as you can see, I'm painting where the eyebrows are gonna be, where the eyelashes
are gonna be, an award that is
gonna be as well. Why is this important? This will make sure that
we don't have to paint any density mask inside
of instead of action. And it's a little bit easier because when you
paint a density mask, we're working with
something called tags, which are like vertex colored. And this is a map I texture map. So sometimes this also
is a little bit faster. Now, as you might imagine, we're gonna be mirroring stuff. We're not gonna be
doing both sides, especially like the
eyebrows and the eyelashes. We're not gonna be doing
both sides at the same time. We're gonna do one side and then mirror it to
the other side. So this mask is also really important because when
we're working on one side, if we painted with PTX, we cannot turn the mirror on and we can't have it
on the other side. It becomes a little bit
complicated to control as well. So this, this right here is gonna be
really, really useful. Now it might seem like there's
more color than there is. But if I proceed here to
go into the channels, you can see that the
channels are just, they're soft effect right here. This is density, remember, so we're gonna have some
soft density there. And then we're gonna be
able to control some of the feathers well inside
the, inside of Maya. So this is pretty much it. So let's show it here
into Maya real quick. This SAR character, this is one of them we're
gonna be working with. Now, I don't like the camera that we have here, the
perspective camera. So let's select this
one right here. I'm going to change
the focal length of 55, something like 60, which is a little bit
flatter and it's gonna be, it's gonna allow us to see how the characters like behaving
in a, in a better way. We have the model head, we have the height
and make sure that the model has rights, etc, here on the center. Like No, no symmetry, no nothing, no information
on the elements here. And with that done, we're pretty much ready to start
creating our groups. So hang on tight and
I'll see you back on the next one when we
start doing the eyebrows.
43. Character Eyebrows: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the eyebrows off our character. So let's get to it. Now. 45 rows and we're gonna
be using, of course, the little map that we
just drew instead of, instead of what's the
word Substance Painter. Now, we can also
add the normal map. I think, I think the normal
map could benefit us to see where the main shapes of the eyebrows are because that's
a detail that's baked in. So I'm going to go File here
tangent space normal map. And we're going to select
from our assets folder. The normal map. There we go. Changes to a utility rock. Yeah. Should be at the lights. Really weird. I'm not seeing properly seeing the
connections should be working. If we need to swap the tangents. Or maybe it's like super
soft and it's there. That's weird. Anyway, let's jump onto extra. So I'm gonna grab this guy, go into creating a description. This is gonna be called
Irina or eyebrows arena. We're gonna call this Marina. Correct connection. Remember that all of
this collections and things that gets
saved in our folder, in our project setup. So that's why it's
important to always have everything properly placed on splines randomly because of surfers and
placing and shipping guy. So I'm gonna hit Create. Now. We're gonna be using
later on something called the, what's the word? The mirror guides right here. So we're gonna do the
guides on one side of the character and then we're gonna mirror it to
the other side. However, I am going to warn you, I've done this a couple of
times and for some reason, mirroring from right to left on the character
doesn't work as well. So we're gonna be working
on this slide so that when we mirrored it mirrors
properly to decide it's, I think it's because
this is supposed to be positive x and it's easier to like a mirror to the
negative x. Technically, it should be working
on the other side, but let's just make sure
to work on this side. Now one thing I'm
gonna do here to place my guides is I'm
actually going to go into the material of the
character and I'm going to change the base color
that we have right here. Two Good, two assets. And we're going to
use the hair map that I created for you guys. So this one, that way I'm
gonna be able to see where the black and white
points are and that's gonna be a little bit easier
to position the description. Let's go here. Let's
go to Add Guides. And we're going to have
one guide right there, two guys right there, three guys right there. Forgets right there. Five minutes right there. And we check this out, and as you can see,
we get this now. Why are we getting
this while loop? Because of course we haven't painted any density map brain. I was just going on
that general area and that's pretty much it. There's actually the one
thing I forgot to do and this is going to be
quite useful for us. So I'm gonna delete the description or
the collection again. Start over. Very important if you do that sometimes on your
folders right here, On direction information,
the collection does good, safe, and then you
get like other stuff. So make sure to
live here as well. Now what I'm gonna
do instead of four, they just did there is I'm
actually going to select the faces where the
eyebrows are gonna be. I'm gonna select all of
these phases right here. All of these guys right here. Now we're going to
create the description. This again is gonna be
called eyebrows arena. There's going to be Irina, gonna be the collection,
placing and hit Create. This will make it a little bit easier for the
density to work. Because as you can see when we, when we please guides which are going to work at it
to in just a second. It's only going to be on
that specific phases, on those specific selections. Let's go back to our assets
folder again and load the the map again so that we know where
to place the guides. Let's go here onto our whoop, onto our guide options and
against gonna be 12345. Now when we do this, as you
can see this a lot closer, that we're still getting
some crazy stuff over here because of the faces. But once we change this map or we use this
map is a density map. This should be working
a little bit better. Let's go back here and go
back to the original color. So we can see that the
character, There we go. Now I'm gonna show you a
very cool little thing. I'm going to turn off the
visibility for the hair. And there's a very
cool little tool that we have that
works only for guides. We didn't really use
this when we were doing the hairs for the hair cards because most of them
were really straight. And just to look a little
bit of waviness for this one that's called these cult
guide option right here. This sleep brush,
as you can see, we can use calloc
soft selection, but it creates more segments for our low eyebrows right here. And it allows us to really
plays this thing and push it and an agreement cone. But I think it's the right word, combat in the proper
direction like this. So if you remember here
in pure rough on our, on our reference though, the I rows, starting eyeballs, they come and go, they
start curving out. But it's not as intense thing I'm making this a little
bit too intense right now. It's gonna be
something like this. Then the next eyebrows go a little bit more
intense like this. Then the next eyebrows little
more intense like this. And then this one's
almost perpendicular. Finally, this one's really, really like pointy evening, even going a little
bit down, like this. Make sure that we push this things worked on the curb
brushes inside of ZBrush. Really cool. We can just modify
the sweetness. Just give them a
very, very nice flow. And it's going to help
with the overall shape of the eyebrows. Cool. Again, let's bring them closer to the
surface of the hair. There we go. Now when we previewed the hair, as you can see, we're starting to get this sort of
like nice effect. Of course we can increase
the density and then we're going to start getting
way, way more eyebrows. But one of the main issues
that we have right now is the fact that these
are not going where they're
supposed to be going. Let's pull it out a little
bit with the taper. Right here. I also want
to play with the taper. Here. There we go. And we're starting to get
this interesting effect. Now to fix the density, we're gonna do a little
bit of a hacky thing. So make sure to follow along because it can't get it
a little bit confusing. I mentioned in the last
video when we're painting the texture that when we
create a mask right here, we say create map
and we call this like eyebrows mask, Irina. I'm going to do white mask and just getting just
gonna hit Create. What happens is it
creates a map that uses P texts to save
the information. That's also why I think it takes a little bit longer to
make sure that this works. Oh, no. It's a shame. It says that. It kind of like kind
of like save that. So let's see if this works. That's one of the main
issues with, with a match. Let's see, let's see
how much we can save. So unfortunately, it's
part of the deal. Now, this might
happen a couple of times throughout the,
throughout this video. So let's see. We have a recover. Okay, cool. So
here's the material. Let's assign existing
material, meaning skin. First thing you ever want to
do when you recover this, save, save this thing. So I think we forgot to save it. That's why it crashed. Let's save the scene file, Save Scene S on our scenes. Let's call this arena
setup. There we go. I actually had another one. There we go. Now we're going to look
through to the map. We're going to create the map
and let's try this again. Just create it's called Mask. Now, let's see if that works. Hopefully it will. Please don't crash Maya. You know, I love you. We love my is just a software, especially like complicated
things like this, always have a little
bit of an issue. We're going to save this map. We're not painting anything,
we're just going to save this map and we're just
going to go back here. If we go to the Hypershade, we go up here to the textures, you're gonna see that
we have a new texture. Right around here. There's
gonna be a new texture, which is gonna be the mask. Let's just look for it. There we go. So that's
one of the masks, that's another one that
we're using though. This seems to be the other mask. Let's map this out. Yeah. So as you can see,
this is the model had shaped eyebrow
hearing the mass GIF. That's the mess that we're going for, the one that we created. We're going to select
this node right here. And what we're gonna do
is since the referencing whatever file this thing
is strength to reference, we're going to reference
the mass that we created. So we're going to
go here and we're gonna grab this here,
mass right there. Now, we go over here
and we save this. As you can see, it's now picking the information from
that mask that we created. And it's placing our hair
exactly where we had it. Instead of, instead
of substances. You can see that looks
pretty nice, cool. Now we can start playing around with, for
instance, the density. I can definitely see that
this way we'd denser. We can play around with
the width right here. I'm gonna show you a
cool little trick. This again, the
syllabus more advanced. So I went, I want to make sure that you guys
are following along. Right now we have this
length right here. We can create a map for the length like make
certain parts of the elements like a
little bit thicker and certain parts of the
Honest little bit thinner. And we can also,
this is very cool. Create a random expression. So for instance, if
we can change this, you can see things are just
like changing in length. Well, we can do is for instance, I know that the first guides should be a little bit smaller, so I'm going to go to the
guides, the guides one. And if I go here to
those set length, I'm gonna say, you know what, this one's still have been,
one's going to be like 0.7, gonna be shorter. So now when we do this, here's here are gonna be shorter and then
they're going to ensure plate to longer
and longer hears. Same for the final one. So Guide five, I'm also going
to set the length and say, you know what, you're
gonna be like, 0.5, you're gonna be
really, really small. So now we get someone's
nicest small effects or small like eyebrows closer
to what we had over here. Now on the width,
as you can see, we definitely want to make this thing a little bit thinner. This will of course means that
we might need to increase a little bit more density
here so we get more eyebrows, as you can see here
on the element. And not all of the eyebrows are exactly the same in
regards to width, we have some really, really, really live ones
and some really, really strong ones right here. I'm gonna show you
a very simple way in which we can play around with this and that is going
into the expressions. So right here on the
width, I'm going to click this little
expression right here. We can create a
little expression right now as you can see, it's the dollar sign attribute and that's creating
some values, right? So it's 0 is 5.5. If we go over here, we can actually say
low expression. And from the samples, we can do a geometry random, or where is it? Where's the random? Now let us go directly
into the expression. So instead of having
this thing right here, I'm gonna type in
rant and then click. And then the random is going
to be between 0.055 comma, and let's say 0.065. That's it. We save. Just hit Accept, apply. Syntax error. We
don't need this one. Here we go. Just apply, and there we go. So now what's going
to happen is some of the elements right here are going to have a more
density than the others. And I'm gonna make this a
little bit more extreme. So let's change this to points,
your one and hit Apply. You're gonna see some of
them are gonna be really, really thin and some of them are gonna be a lot like
a bigger Actually, this one looks quite, quite
nice if I may say so myself. So yeah, there we go. The IRA is looking
quite, quite nice. Now. I am getting a couple
of extra points right here that I don't
particularly like. I mean, if I weren't like
super, super picky, Oh Paulie, go into my mask and just
paint this thing out. Because I think
here in substance might have gone a
little bit too low. We could of course go
here and paint it. I just wanted, I
don't want to make this super complicated
for this first part, let's increase the
density a little bit. There we go. Now we can play around with a
little bit of modifiers. I think we're in a good density for the amount of
like I Rosa we have. And maybe the modifiers will help blend this thing
a little bit more. So we're gonna go
to the modifiers, and let's add a
couple of modifiers. Let's start with a clump
comp is always good. Let's save that real quick. Just to make sure that we don't lose anything because
the scratches. So we're gonna start
with the clump. I would suggest make it
a habit to always save. And I'm going to
generate just like this, and I'm going to hit Save. So now as you can see, there's a couple of calm
guides that I've got created, and this is creating
a very nice effect. Another thing we can
do in the set of maps, we can say G-I-F. And
that way the clump maps, as you can see, are
gonna follow the guides and then we hit Save. Now the clumping is going to
occur towards the guides, which I think is going to
fit better for what we want. Of course, this is
way, way too much. So let's say if 0.15, probably a little
bit more, 0.25. That's it. Now we're gonna get a
little bit of clumping on specific parts
of the eyebrows. And they're going to look
a little bit more cones, which has what we're going for. Now Let's say
probably like a cut, like a cut modifier,
a very small, probably going to go for like, maybe like a 11 is way too much. You can see that starts
looking a little bit. Balsa 0.5. I think it's a good idea
so that we get some short, not even 0.5, things a little bit too aggressive,
let's say 0.25. There we go. So it's going to add a little
bit of elements there. Finally, noise, as you can see here on the reference as well, the eyebrows are not perfect. There's a little bit of noise and wiggling here and there. So again, we just add
another nice modifier here. Let's go to the multiplayer
CB count changes to ten, so we get a little bit more
resolution on our curves. And on the noise,
the magnitude is probably gonna be a lot
lower. So like 0.5. There we go. It looks a lot more natural. That's it. That's the way we create
some nice eyebrows. I do think the length here might be a
little bit too much, so I'm gonna just make
it a little bit shorter. There we go. And as you can see,
that it looks quite, quite nice now for
the moment of truth, because it's actually the second or third time
that I'm recording this. And every time we
get to this point, for some reason my
other sides too, not play nice with the process and make it a little bit
more complicated for myself. So we're gonna grab all
of the guides here. And technically, technically, we should be able to just click this button right here
and get the mass, but it's not working. Oh my God. I can't believe that. This is like the
third time that I've been doing this and every time I do it off camera,
it works properly. And then when I'm recording,
it doesn't work. Yeah. As you can see what
I'm trying to get here or where they should
be able to get this. I'm trying to get this
exact same guides on the other side
of the character. Technically, it should work. I really don't know
what I'm doing wrong. Because again, as
I've mentioned, I've done this a
couple of times now. And when they do this,
when I just click again, you should technically
just click this mirror option right here. The guys should go to the other side, but
they're not going. So I figured that this might happen again when I started
recording this one. So there's two solutions for
this that I can think of. First of all, if you are diligent enough and
you want to have a really, really amazing look
for the eyebrows. My suggestion would be to grab this guy right here
and do it again. So the same thing, the five
copies that we did here, do it again, comb them and make sure that they look
as nice as possible. The second option that
I thought about was grabbing the guides or the
description right here. And we're gonna go
remember, to degenerate, and we're gonna convert this
into interactive group, convert to interruptive group, which is eventually what we're
gonna do for the export. This I'm sorry, it's this one. So generate interactive group. There we go. Now
this is what we get. We can turn off
this one for now. We're gonna get this
interactive grim right here. Now, I'm not exactly sure if we can mirror this. I think we can. So I'm going to duplicate this. And let's see if we can
scale it and we can't. But on the interactive
gloom though, that's another window, which
is this one right here. The interactive come editor. As you can see, it's
duplicated that I did. This is the interactive groom. We all have the information. I do believe we can mirror this. Let's go to Okay. So you guys are not going to believe the reason why
this isn't working and I feel I feel
so bad because this is like a nuke mistake, but I decided not
to cut this out. To show you, first of all, that everyone's in the
learning process rights like every single
time that they teach, AI will learn more stuff. It's okay. It's okay. As long
as you can find the answer. I feel like it's more on this to show people how
to actually get there. Some of you might
already know this. Some of you might
already intuitively deduced why we can do this. The answer is, when I
selected the polygons, I only select that the left
polygons like this area. Remember this section
that we did right here? We only selected this
section right here. So even though I am trying
to mirror my guides, I can't mirror them any further than what
we have right here. And that's horrible,
horrible, horrible, horrible. So I'm gonna have to
start this over again. I'm not going to bore you
guys with the detail, but the only difference
is that, yes, I am going to select the faces, I said at the beginning of
the video by doing this, but I'm also gonna be selecting
the faces on this side. When we mirror, they're easy information to place
this things over here. Yeah, that's pretty much
the process that I'm gonna gonna do to
solve this issue both. Yeah, that's pretty much it. I mean, once you have
this thing right here, we're all already in a very, very good position
for our arrows. It was just a very silly mistake where I forgot to select
all of this piece. But again, I wanted
to make sure that this is recorded
so that you guys have you guys get here
and having a problem, you at least know
how to solve it. This sit for this one guys, I'll see you back
on the next one.
44. Problem Solving: Hey guys, welcome back to
this, a special video. This is a little bit
of a parenthesis beat, a little bit of a tangent. Because I want to talk about something
that just happened. Like if you of course, are
watching the tutorial, you saw that we made
the very silly mistake and I forgot to select the
phases on this other side. So when we were
doing the mirror, the guys we're not going
there because there was no it couldn't go there. There was no geometry
that was bind or bound to the action generator
that could get there. And here's where this
is one of my secrets. As an instructor
and as an artist. Every single time I face
an issue like those. I always asked myself
or I always saw myself, there should be a
weight to fix this. Like it can't be possible that I'm the first person
to encounter this. Like you start working
and then you just select a couple of phases and new
one to add more faces. Usually when you ask
yourself the question, when you say yourself, this
must have another solution. The best thing you
can do to find that solution is ask questions. So my problem-solving method when they were in
phase with any sort of issue is go like dissect the sections of
the things that they want. So what do I know that I did
wrong in this in this case, I know that I did not
select enough phases. The phases we're not bound
to the action generator. And I know that this happened
at the description level. So again, by following
a little bit of logic, I know that if
there's a solution, it must be down here
in the description. And the husband
actually was doing some exploration on this
one, buying patches. And if you take a look
here, there we go, Add Selected phases
replaced with selected phases,
remote selected faces. There is a way to change
the way this works. If I hit select bound phases, you can see that now I have
both patches selected, but let's say I
wanted to add like another patch like up here. You just go into face
mode on your object. Select them, go
into descriptions, buying patches, and
that's selected phases. That's it. Now again, if we go
into a description, nine patches and
select bone phases, you're gonna see that that
new square is selected. We can go there like this guy's descriptions by the patches, remove
selected faces. Now again, if we go here to
the descriptions and check the bank patches and select bound faces that's
no longer selected. Since now we do have the
proper face on this side. We can select this
guys right here and mirror them without
a single problem. I'm going to say real quick, Let's preview the eyebrows and look at those
beautiful eyebrows. Both of the eyebrows are
working quite, quite nicely. There were following
the shape of the head. I would say quite
nicely as well, that we don't have
to do any more work. So This short video ij once shared with you because this
is a very common process. I know a lot of times in
tutorials, like everything, everything seems
perfect and it seems like the instructor has
all of the answers, believe me guys,
everyone, every single, even the most pro artists out there is going
to have issues. And I don't think it's honest to only show the perfect face. I think it's very, very useful when you guys also learn at the same time as we do how to troubleshoot and how
to solve problems. So, yeah, that's it guys. In the next one we're going to continue now with the eyelashes. So hang on tight
and I'll see you back on the next video. Bye bye.
45. Creating Eyelashes: Hey guys, welcome back to
the next part of our series. So they were gonna
continue with the eyelashes of our character. Let's get to it. Now. One thing I don't like about
the hair is that it looks brown and it's not the
bath shared or right. But it's not the shutter. And I want so I'm going
to say Control a. And we can actually go all the way here to the
initial shading group. And actually it's not using the one that I thought
it was gonna be using. There we go here,
physical shader. So what I can do right now
is just change the color. So for instance, I'm just
going to make a little bit darker on both the
Recolor and tip color. And it should approximate a little bit closer
to what I want. I want to go with a really nice dark here with 40 character. So now for the eyelashes, we're gonna do something
very similar to what we did before. I'm going to select
the edge loops where the eyelashes
are gonna be. This is again where we're
referenced is really important. As you can see, eyelashes. There we go. They
originated on the board or the inner and outer border of the eyelid Daedalus
like a shelf. So it has this very sharp
corner on the various border. And as you can see that
originated on all of that place. The upper eyelashes,
as you can see, are a lot thicker and the lower eyelashes
are little thinner. So I'm probably going
to be doing this as two different
descriptions just to have a little
bit more control over the density because we
do have the density map, but it's not the same as
having the actual elements. I'm going to start
with the upper ones, so I'm just going
to go into face. You can see we have
this one right here and this one right here. And then weed control,
I'm just going to de-select the bottom one. We only have the top one
selected. There we go. And to not commit the same
mistake that I did last time, I'm actually going to be
doing this thing right here. There we go. That's it. Now, top and bottom part of our eyelids were gonna go
of course to our action. We're gonna say description
and creating new description. This is gonna be called
upper eyelashes. You in a group placing a
shipping guys and hit Create. Now, of course we're
only going to be doing one side first and then
we'll do the other side. So I'm going to start
with here with my guides. We're going to have 12345. What I'm gonna do again, as you can see here
in the reference, the ones on the inner side
a little bit shorter and the ones here on the outer
side a little bit thicker. So as, as you can see here, they go from small to big
until a little bit smaller. So this one right here, this intersection oriented at
this, this guy right here. Which if we go here to
the upper eyelashes, we should be able to
know which one it is. This one. It's a guy 28. I'm gonna go to the
distance to the set length. I'm gonna make this
length twice as big. So I'm gonna say to think twice, It's a little bit too
much. So let's say 1.5. We go. Then this one's gonna
be one. That's fine. I might have been going
a little bit lower. So instead of one, I'm gonna say like 0.9. There we go. Then this one, same deal. This is gonna be like
0.9. I shouldn't know. It must be a little bit higher.
So unlike Guam point too, I think there we go, That's
a little bit better. And then this one is gonna be point a Wanted That's gonna
do, I'm gonna keep that one. I think that's a good number. And then the last one,
it's gonna be a 0.9. Now we're gonna go
into our scope, brush this one right here. We're going to start sculpting the eyelashes towards they're
supposed to be calling. Again, if we take a look at the reference, especially this one, you're gonna see that
they fan out right on the border here on
the outer edge. You can see that it fans out, fans out, fans out and it keeps a really
straight up point. I'm just going to start
pushing this out. And up. Of course. Let's go to this
one. Again. Push it up out and give it
this nice sexy curve. Let's go to this one. Same deal. Push this up. There we go. This one. And finally, this one. Push this one up a little bit closer to the center like this. Here we go. Give it a nice
curvature. That's it. And that's going to start
building up our guides. And remember, we can modify this and tweak them as
much as we want. Let's take a look
at the description. Of course, we need
way more density. So if you're in the density,
let's increase its density. And there we go, That's
looking a little bit better. And that doesn't look half bad. Not bad at all. Now of course we're going to
be like changing the length, probably like a little bit
less linked below, longer. And I think they're a little
bit too long right there. With lots, of course, give a little bit of taper. Let's give it a little bit
of taper here as well. And on the road and on the tip. Like this sort of
like teardrop shape. There we go. That's it. Now you can see some of them are intersecting with the
eye a little bit. Here's where the mask
is gonna really help. Let's say real quick,
always, always save. I'm actually going to do
an increment and save it just to have a
couple of versions. You're never never too
safe about like that. So yeah. We're gonna do the same thing. We're going to go
here to the mask. I'm going to create a new mask. This is going to be called
upper eye lashes mask. Let's just hit Create. It's going to create
the PTX file. And then we're gonna do
the hacky thing where we go into our Hypershade and we replace whatever PTX texture it's assigning to
this thing onto, replace it with the
texture that we paint it. Again, that is going to
save a lot of resources. Let's clean this up. Let's go to textures. Let's look for this one
that usually the name of the file is going to
tell us which one it is. So again, if I map this out, you're gonna see that
the name right here, upper eyelashes, massive dot f. So that's the
one that we want. So, yeah, just select this guy. This guy, go into assets. Here on the map which
is opened, this one, it's going to be referencing
this map instead of the word instead of the PTX map. This shoot, it should make it a little bit
easier to work with. Again, should save often
and save frequently. One thing you can do
here, for instance, this file number, I can just rename it instead
of saying it the file name, I'm gonna call this
eyelashes mask. That way where they
look for it over here, it's going to be like
a nicer proper name. And there we go. Now, as you can see, the
intersection is not as Beth, please. My add-on die. There we go. You can do it. Control S real quick just to
make sure that that's safe. And then we go look at those
eyelashes. Quite nice. I don't think this would
look a little bit fat, so let's slim them down. And if we take a look
at the reference, you can see that we have
or we need a couple more, a couple more like
quite a bit more. Let's update. I'm getting an error here.
You're in the middle head. Ptx does not exist. That's weird. Let's save this. There we go. It's working now. Yeah, Let's go like double
this. Let's say 200. You can go higher
than the number. I know it stops at a
100 with this lighter, but you can see go a lot wider. And that's it. That looks, that looks
pretty, pretty cool. Now let's just say a couple of modifiers and make sure this
looks as nice as possible. So we're gonna go
to our modifiers. We're going to add a
start with the noise. Let's do point to, shouldn't be that
noisy. Point to map. You'll live in
more 0.3 clumping. That always helps, so clumping, okay, Now this one, I'm not going to
be using the maps. I'm going to use a
generator clumping thing. There we go. And now we go 0.1 or something. 0.3.3 is way too much point to maybe another think of
with maybe guides is better because we're
gonna get five of them. So 0.1.15, it's going to give us a little bit of
a better clump right there. Length, the codon always, always cool to vary the size and the length of the elements. I think that's pretty cool. And then importantly, we can
just go back into our combo. Guide elements are just
like 20 things around. If we see that the eyelashes
are not looking that way we want or we want to curl
them a little bit more. Like I know my wife
likes to have a really, really curly eyelashes when she thus her makeup for
special occasions, like a wedding or something. We can pull them up
a little bit more. Like push this one's out a
little bit more as well. There we go. Now, I know because again of the reference that this one's
become a way, way smaller. So I'm gonna select this guy
right here going through the options and set the
length to 0.4 or something. That way we're gonna get
this sort of effect, maybe 0.4, it's a
little bit too low, let's say 0.5. There we go. It looks a little bit,
little bit more natural. I'm even tempted to go like 0.6, to be honest. There we go. Now remember the little width
operation that we did here. That's delete this, right? The random, let's say random
float minimum, maximum. It's gonna be 0.1 comma. Then let's do like, I mean, I think the minimum should
be 0.05 and then the maximum 0.1. And let's apply. There we go. Now we're gonna get
some variation on the thickness of the
eyelashes as well. And that's gonna give
us a very nice effect. Let's grab our sculpt
brush right here. Just modify this a
little bit more. Save real quick. Yeah, I really liked those. Those are looking quite nice. Maybe this one, like
push it a little bit more like this update. I'm tempted to go, you
get a little bit further. There we go. Nice view of the
full sexy eyelashes. So now we're just going to
select all of these guys. And since we did not
make the mistake that we did last time with
the, with this guy. It should be fairly easy to
just mirror this update. And there we go. Now, this is a little bit weird. For some reason, this
are not flowing the way they should be
flowing. Really weird. Trying to think
what changed here. You can see with the
eyebrows, we didn't have that issue and the
guys look good. I mean, those were working
quite, quite nice. For some reason they're
following something else. Really weird. Give me just
1 second to solve this out. Pretty obvious. I don't
know whether this now, I just took a couple of seconds to think about the process. There's a technique. Programmers use this
technique by the way, it's called rubber ducking. It sounds really stupid. But imagine you have
a little rubber ducky your desk and you
talk to it and you're like, Okay, I did this, I did this. This is the next
step and then this happened. What's happening here? We're using the same modifiers. So the clump modifier, when we set up the maps, we did use the guides, but we'd use the guides from
this other site. So that's why we were getting
this would just save this. And there we go. It was just that it was trying to go to the
guides on this side. So that's why you should always try to ask yourself
those questions again, as we talked in the
Problem Solving video, you're going to find things
that you don't think you are. You think you're doing
everything right and then something happens
and it's wrong. And that's when your
logical brain has to kick in because the software
doesn't make a mistake. The software only follows
our instructions. So if there's anything
wrong, it's user related. Usually, like I would say 95% of the times it's
usually related like we forgot to set something up. We forgot to click
on something or just like modify something and that's what's
changing everything. So just keep that in mind. Now let's quickly go
to the next section, which is the lower eyelids. So again, I'm going to here one thing
you can do if you don't do, if you don't want
to select twice, go here to object X, going to Face Selection, and just click and then Shift double-click where
we wanted this twin. Click, Shift double-click
where one strand, as you can see, it's being
selected on both sides. Now we're gonna go description,
create a new description. This is gonna be
called eye lashes, lower, Irina placing and create. Of course we're going to
work on this side first. We're going to
create some guides. As you can see here on
the reference again, a lot thinner, a lot thinner but still very similar
to like a fan. So we're gonna go 12345. There we go. Now this
R lot shorter as well. You can again see that on the
reference there are a lot shorter than the, then
the ones on the top. I would say probably
like half the length. So I'm gonna go to my guide number three,
this one right here. And my length is
going to be 0.6. I think it's good. It's
a good number. Yeah. Then guide 4038. They're gonna be like point
for probably like 0.44 or 45. Then the last two guys
are gonna be like 0.25. There we go. It looks cool. Now you can actually
select all of the guides, maybe want to scold them all at the same time and
select all of them. And that way, we can
just start moving them. Here we go. Fundamental little bit. There we go. As you can see, this
is really small. We didn't have as much
like a room. That's fine. I shouldn't be
working quite nice. Let's save this real quick. Let's preview starting
Christina density. Control C always
kind of freaks out Maya when working with
extra. I don't know why. Let me go. Let's say real quick again. Density wise grew. We need a lot more
and we need the mask. Again, Let's say real quick. We're going to add a
new maps are created. Map again, just any mask. Well, I call this mask, should have given
you a proper name, but this should work just fine. Now, let me show you
another little thing about the hacky way. One thing that's a little
bit like a resource intensive as the eyelashes
here and file seven, I know those are the new ones. This is a new start. The eyelashes, we're, we're, we're like this is
the lower master ego. I allow us a mask. That's the one that we want,
and this is a hairball. So we're using the same, we're using the
same information. If we grab this two guys
and we mapped them out, they're both a texture node. Sometimes we could be able
to just copy and paste them. I don't think we're gonna
be able to do that here, but because I felt
there was this thing that we're
going somewhere else. But they're not. So yeah, let's just
keep it simple. We're just going to
bring this here. I'm just gonna do some reconnection here
so much to what we do with the nosing in unreal,
but it's not gonna work. So let's just do this
and be done with it. There we go. Looks like I painted a
little bit of an eye. There could be problematic.
Let's take a look. Let's update. Let's save. There we go. That's looking a lot better. Let's play around
again with taper. A little bit of the
width. They're gonna be way, way, way thinner. We're going to go with
something like this. We can also write an
expression. Let's call random. It's going to be between 0.06. And actually let's
go with 0.03.06. Hit Apply. There we go. Now as you can see there, we have a very nice effect. Probably going to
increase the intensity or the density a
little bit more, to have more eyelashes, maybe the length,
just a tad bit. That looks pretty nice, pretty, pretty, pretty,
pretty, I would say. Now since I already know that we're gonna
be mirroring this, it might be a good idea before applying the modifiers
so that we avoid the clumping of
issue that we had on the last one to do the mirror. So we're gonna go,
all of those guys, mirror them to the other side. Let's preview them.
And there we go. Very nice. Preview. Let's go to the modifiers. Let's add the clumping first. The maps guides Save. You can see her doing that
very nice clumping effect. Let's go point to 0.23 is fine. Then
let's have the noise. I think it's just going
to add a noise and that's it. Just annoys. Let's do like a
0.5 so that we get a little bit of acute effect, but not like super intense. And that's it. That's pretty much what
we would need to do here. Let's just update this
and as you can see, we're gonna get the same effect on one side and on the other. Density wise, they do look, they look a little bit thin. I'm going to go to like a 150 to get them a
little bit thicker. You can figure
effect and look at that in a matter of
less than an hour. I think we're now able to degree they very, very pretty looking. Groom for the face. Again, as I've mentioned at the beginning
of this chapter, this method is gonna be the
future for hair creation. Like, I don't think
we're gonna be using haircuts for a long time. They're still going
to be very useful, especially for mobile games when stuff before
real-time AAA games, the place grooms technique is gonna be the next,
the next thing. So I think it's gonna
be really useful for you guys to master this and practice practices
much as you want, as much as you can so
that you get a really, really nice Hank of
the whole process. Let's say this real
quick. I'm actually going to save an increments and safe to have another
option right here. Then the next one, we're
going to start with a here. This is gonna be the big
one, that the tricky one. We're gonna do this
in steps because we can't just rush with
that with a hair. There's a couple of
things that we need to do as we start building it up. But yeah, this is gonna
be the next part. So hang on tight
and I'll see you back on the next one. Bye bye.
46. Hair Block In: Hey guys, welcome back to
the next part of our series. Today we're going to start
with a hair blocking and we're just going to
focus on the main things. We're not going to do
the bridge just yet. We're just going to create
the main bundles of here. And from there we're gonna start populating the rest of the head. This is where we left off now
in order to make sure that the performance is not like
being impacted as much. One thing we can
do is we can just hide with H all of
the descriptions. That way we can focus on
the character and later on, once we're ready to
export everything into our real, we
can bring them back. Now if you remember
from the little like analysis that we did here, most of the hairline is gonna be coming
from the top here. And we're going to be
creating this long, very nice flowy affects flowy lines all the way
to the bottom part. Now if I had to measure
the length of this hair, It's quite long to be
honest, but the height, if I had to measure the length, I would say is probably, probably like a meter. In units that will be about
probably about ten units. So I'm gonna go here
to the character. And we can of course select only the faces of
the character like the top part might be a little
bit tricky because we were not we didn't have
it like a cap. Sometimes we went when you're working on this
sort of characters, you create something
called a CAP and capsule were really well. It's like separating the mesh. We don't have that right here. I'm going to have to manually
select a little this faces, which is where I would
expect hair to be. Now of course, I will definitely
get rid of the years. Let's turn off object. And get rid of some
of these guys. There we go. We go, Let's go back to selection and select like
this to a couple of this. It's just again to try and
keep the hair instead of an area that's more
obvious, right? To work with trying
to get this guy out. There we go. That looks that looks good. Press number four to see through and see that it looks
like a good cap. So we're gonna go description, create a any description and
there's going to be called a main hair Irina. The groom policing
your shipping gets angry when you start
creating the guides. This is probably the most
time-consuming part. We're not gonna be
doing symmetry, which is of course going
to be a challenge as well. So let's start with, let's start with the left
side or the right side here. I'm going to do 1234. Let's start with those four. I'm gonna go here, grab
all of the guides, go into set length. If I say probably like 50. Yeah, that's I think that's
about it To be honest. I'm gonna, I'm gonna change
this at length back to something a little bit
more manageable like 21st. And then we're going to go
into our sculpt guides. We're going to start pushing and creating the little effect. Again, taking a look
at the reference, I can see that this
thing goes really, really close to the scalp. We're not creating a
lot of volume here. There we go. Right here. Push this. Now one thing we can do is
we can select this guys. And right now the amount
of divisions that we have, we can change them instead
of five, let's say ten. We have a little bit
more, as you can see, more room here on
the, on the amount of curves that we have gonna
be really important. Even from this point, I think adding a little bit of life to the Kerberos is really, really important and we
don't want it to look like super boring and flat. So I can see this thing
going like actually it's actually going on the
front or to the front. Start pushing this
to the front here. You can change the size
of the brush as well. Right now, I do
recommend working. We'd like a, like
a bigger brush. It's a little bit faster, right? So there we go. That looks nice. Then it goes to the back. So again, let's set the length
on this ones and let's go, well, let's, let's first
modify this one over here. It's up to you whatever you
want to do one at a time. We're are several at a time. It depends on which part of
the character I'm working on. For instance, now,
since I don't want to move the one that I just did, a little bit easier to
just push this around. As you can see, most of
the hair here goes to the front of the ear and
then go, they go back. They kinda like Meetup here
right beneath the ear. Let's make this thing
a little bit smaller. There we go. Now I don't want to be like super close to the
scalp just yet because we are going
to add a little bit more here later on, coming from other descriptions.
Let's go with this one. Go. We can add some
variation doesn't have to be the same
for all of them. Looks good. Then this one, this
one is already one of the back guides, so I'm going to make
it filled to the back. We're gonna be building
all logged more guides for the eyelashes and
for other stuff like when we're doing
the descriptions for the hair cards, we kept the eyelashes
or the amount of guys like relatively
simple for this one, I'm kind of expecting
to have like 3040 guides and it's
completely normal. So yeah, I don't
recommend turning on the what's the word the
description is right now because you're not going
to get what we want, right? Like we're, we're not there yet. So you might get the striker
than you might think that things are not
looking the way you want, but it's actually, it's actually not your fault because we're
still working on this. I'd say 50. And as you can see, they're going to kind of
keep the same distance. And now we go back here. We should be able to again to just start pushing this guy. Now this one, the way I
like to work in selected, grab the tip and place it
where it's gonna be ending. This one's gonna go here
to the brain eventually. Like all of this
here is just like flowing towards the front. And now it's just a matter
of making sure that we get the nice flow
like coming out of the scalp into the world. Literally like, I mean, I didn't play with dolls
when I was a small kid. Because I didn't like
because I couldn't just I've always prefer other
kinds of toys for myself. My sister used to have one of this Barbies that
you would comb. And that it's really similar, really, really similar
process to be honest. This one is going to be going back on top of the
shoulder like this. Now, I like what's the word? I selected this specific
hairstyle because I wanted to show you how we can create a very cool asymmetrical
hairstyle. However, in games, most of the
times you're going to have symmetrical hairstyles
because you don't want to have to worry with like
animation and stuff. And symmetrical usually tends
to make it a little easier, like in this case, since the brain is gonna
be on the left side. Like I, I feel sorry for anyone who's gonna
be like animating these. Which in this case you don't really need to
worry that much about, but I am a little bit worried
about the physics like the overlaps and things
that you can get with like armor and
clothing and stuff. But right now we're just
worried about creating a very cool looking hair groom. Again, push this to the side, make it go to the
back of the head. This one is on the
Maxwell number four. And just play around
with the guides. So let's say that there's, there's really no secret. I know it's a
little bit tedious, but I really can't make this
easier even if I wanted to. Of course, if you want to have like a super simple
like hairstyle, like a bowl cut or something. You can do it. It's just not gonna
be as impressive as what we're doing right now. So as with everything, the more time and energy
to spend on something, as long as Judah, of
course, following the proper techniques
and directions, the nicer things are gonna look. We go cool. Now we can actually
preview this a little bit. As you can see, we are getting
this very nice curvature going to the back of
the character in them. That's the beginning
of the things. You click this button
again to closer. Let's save this real quick and let's start adding more guides. Let's do one more here. I thought, well, we're
not adding them at appropriate points,
but yes, we are. It's just that they're being
at buried right there. Again, just add a new
guide and start playing around with the,
with the elements. Now as you guys know, we
don't like to do like time lapses to show
the whole process. Just see how we tackle
this kind of challenges. But if you want to skip ahead, I don't think I'm gonna
be saying things. I'm just going to try to
keep you guys to entertain and show you the general
approach to this thing. As you can see, I'm already
kind of like breathing. I'm not breathing anything
just yet but them, I'm like interlacing all of these things because
on the element here, It's very loose here. And then we start
getting this very nice, like this sort of, um. How, what's the word breathed? The fact, I'm going
to show you how to create a nice little break. There's not gonna be.
The final breath was just something that we
can use this as a guide. Let's go to this one. Now as you saw me, please here, this gets it. I'm placing this are
getting a little bit closer to the bottom
section of the hair. I'm not placing them
exactly on the hairline. I would consider this to be like a secondary strands that
are going to be adding. So just keep that in mind. For instance, there I kind of like a kind of
like wanted this one to go a little bit for
different direction. Let's go with this one. What happened? That
one, super small. You didn't want that
guy just delete it. Let's go again to add guides. I'm going to add
probably one more guide like here at the top. There we go. Now here's an interesting point and you just saw it
happened right here. When you're placing guides, the new guides that you place, you're gonna interpellate
a little bit between the guides that
you have and the new guys. So that's why I
recommend starting with few guys guides and then add a couple more to add the volume that you
wanna do you want to create, because if you
tried to add all of the 40 or 50 or
however many guys who wants from the
very beginning, they're all gonna
be like pointing up or be like really straight. And it becomes a
lot more difficult, more time-consuming too,
to fix that stuff, right? So do like I'm doing right here, like add a couple of ones, like tweak them, get
them into position, make them, make sure they
look, they look nice. And once you have the, the
elements, start adding more. That one, this one, as you can see this going a little bit instead
of the character. Really want to push
it out there we go to create the volume. I think this one no, this one going there inside. So we want to have there It's very similar to what
we do with the cars. Went to have the root be outside of the of the main volume. Let me grab all of them. And we can just let go. Just move the whole thing.
Let's say real quick. And let's take a look. There we go. That's looking good. I do think we need
to fix this thing. Let's of course change
the CB calculator. Ten. There we go. So you can see that's adding more
volume here on the top. And here's where I will
definitely need to have. Just like push this
guides up a little bit more the Harris light coming from the top
and the nicer way. Because right now I think we're having a little
bit of furniture there. But you can imagine if we started increasing
the density here, you can kind of see how this
thing is as flowing and how we're creating this
very, very nice crumb. Another thing is we can
just like a couple of more guides on the top
here and play around. But I think this
case or fines just some of them are like really, really close to the surface. Let's let's give them a
little bit more volume. The route. Sure, if it's the paper as well. Now see it's like really, really close to
the surface there. I think I'm going to grab all of the guides and I'm
going to give them a little bit more here on
the rebuild subjection. Let's go to 12. It should tell me
a little bit more. And that way we can we can play around
with the mask as well. Talking about the mask, it
might be a good idea to add the mass so that
we don't have hair coming from that
from the forehead. Right? So I'm gonna go here. Let's create a new map. Let's call this main here. Mask. Let me cancel this,
let me save first. And now we're going to
create the main hair mask. Go create with for Maya to do
the loading and everything. Create the PTX folder, linked it, all that stuff. There we go right now,
nothing should happen. And then we go to
the Hypershade. This is the newest file, mainly hair mask, That's it. And what we're
gonna do is instead of going into that one, we are going to
grab our hair map, hit Open again with for Maya to do its magic and properly
calibrated everything here. There we go. Let's save this. And that's
working a little bit better. Yeah, it's just a matter of pushing this guy is
a little bit more. And it started like modifying the way this are working now, if, if the guides,
I think the guys might be like way too close
to the middle section. We might want to move
them a little bit further out. Let's see. There we go. Let's use a
little bit of tilt here. Tilt can go or can help making the hair a
little bit like fluffier. We can play with this and change the width of the
guides are working. I think the main thing is
gonna be on the guides. Again, Control-C, for some
reason Control-C freaks out. Excellent. I think it needs to think
about a lot of information. That's why freaks out. Let's go 0. Also, let's just start
adding a couple of more of the other hair
lines like that, like the ones on this side
and see how that looks. So let's close
this for a second. Let's go more definitions. So 123. Let's change the rebuild
as give them 12 sections. And let's change
the length to 15. Let's go to our current element and just start dragging them down a little bit closer to the actual length
that we're going for. I think we go. As you can see, I'm not
worrying too much about the the order of
things like I can leave them be a little
bit crazy and wavy and stuff because it's
going to have more like natural ability
to the whole hair. I have this sort of
like messy here. The way we're probably
going to be doing it, that's a different description. Because if we tried to keep
everything in the same one, it becomes a little
bit too complex. This is just gonna
be like some free here that we're gonna have here. Let's take a look at the
reference. There we go. Look at that very
freely right there. They're pretty, I mean, if you feel like you want to start working on
the taper and stuff, feel free to do so as well. I don't want us no
one is stopping you. And it's also quite
motivating to see the whole thing and see that things are looking
a little bit better. So yeah, just keep pushing. That's looking pretty nice. I would say we go I'm gonna stop to be
the right here guys. I think we're in a good position with the blocking of the hair. It's looking quite, quite nice. I was still need to
keep tweaking it. So we're going to jump onto some more guides
on the next video, we're going to keep
adding more stuff to it, so yeah, hang on tight and I'll see you back on the next one. Bye bye.
47. Hair Secondary Shapes: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the secondary forms. This is where we left
off and it's now time to add a couple more guides and shape this thing
a little bit better. Now as you can see,
there's a little bit of a collision going on here. And we definitely
need to fix that. So I'm going to go
into my scope brush right here with
distinct turn on. I'm just gonna
start pushing this. There we go and bring
the guides out. Like we definitely
want the guides to be out of the hip of hair. When we simulate this, we don't get this sort
of a weird effect, so Let's keep pushing them out. Of course, once we start adding more like
modifiers and stuff, this should make it what it should work a little bit better. I think some guides are working or making some
weird stuff over here. Like this, super weird,
like inflated effect. It's not really something
that they want. I'm actually going to
go into my modifiers. Well, no, actually, no, not yet. I was gonna go into my my
modifier set and add a clump of modifier so we could start pushing this
guy's towards the, the guides a little bit more. But one thing we really
need to do that just yet. Here we go. Let's just pushing the
guides out of the scalp. When we get this
effect there we go. More natural. Still a
little bit too much there. So here's where I
will definitely start adding more guides. So I'm gonna go here
to my guide options. I'm going to have
one guy right there. We go. As you can see
there, they're just, they're really post,
Let's Control C. Just keep one for now. That guy and start adding more sculpting. I'm going to make my
brush a little bigger. There we go. You can see there's a
couple of options here to modify all of the descriptions in the collection or just one. Right now, I just
want to use one. There we go. Now this one, for
instance, I'm gonna, I'm gonna let it
follow Lou more to the right to help me with
the volume over here. Because I do know we have
this LacI LacI bright on the, on the left, but there should be some hair over here as well. We go, Let's go back
to adding more guides. For instance, what
I can do here, if I'm seeing that the roots are coming From a little
bit lower than I would expect or whether
it would like I can like a couple of
this ones over here. Like each are crossing
with this one. See how they're like
interpolating over here and then use my sculpt brush, my comb brush to really twist them and make them go
to the other side. Let's bring this one up. Let's make it a go
to the other side. Will also help me cover all of those like bald
spots that we have. Now remember, I've been so so
I think I've been it over. What's the word Uber
intense about this? Every time we're working
with any sort of project, the more time you dedicate to something nicer it will look. So don't expect this thing
to look perfect with just a couple of a
couple of minutes. You're definitely gonna spend
a couple of hours making sure that this looks
as nice as possible. Some recent data
description doesn't seem to work, so I'm
just going to delete it. Go back to adding description. Let's go with they're there. Again, let's go back
to our sculpting tool. Supports this out. Change the curvature here. You get this very nice effect. Let's go with this one. Same deal, just
like push it out. Probably going to be flowing, giving us a little bit more
volume here and there. Like that. Let's take a look. Yeah, there we go. Spray good. Spread to particulate. Now I'm going to go
to all descriptions or L descriptions
and collections, or just select all
of these guys. Just push discuss
a little bit more. Towards the top. There we go. I'm going to go to
the Options here because I am really a bit concerned about
the way that this is following the guy that
I think they're going way, way too deep on the
character's head. You can see that
here on the inside There's a lot of hair, like all the roots and stuff. That's not really
what they want. They're following the roots
quite a bit. So let's try it. A little bit of this
tilt that we were using. We go so that's pushing a
little bit more to the outside. Maybe not that much though. Just a little bit to help them help them push them
outside of the scalp. We go, Let's give it a shot
with a modifier Alyssa, just like a quick
noise modifier. Play around with the frequency. Let's start at ten. Remember that this is a
more like noisy here. Since it's a more noisy here, or a longer here, we need higher magnitude,
higher frequencies. Let's start the
Columbia real quick. I wanted you guys to see how
this is going to really, really help the whole thing. I'm gonna have any
clumping here. And we're of course going to set up the maps and we're
gonna be using the guides, definitely using the
guides and hit Save. Now as you can see, the hair is trying a little bit more to go towards
the the clump. If I increase this,
you can see how all of those children are looking. Let's do one. We can do is we can push the road
a little bit more. See that? So now that the root, now the restraint to
clump a little bit more and that we're
trying to avoid some of those like
interpolation effects where the hair is going
into the character. Maybe the tip wouldn't want
as much clump on the tip. When little bit more, more
clump on the roots structure, anything of the sort of effects. Here's where we're also gonna be seeing some, some bald spots. Of course, we need
to modify them. Let's go back here
with our grunge brush. This one right here.
Let's start pushing this. I'm really, I'm really concerned about the next thing going
inside of the character. Let me go a little bit better. I think the columns a
little bit too much. Let's look at 0.5. Here for instance, I know
that there was a lot of hairs there on the inside of the
head that they are going in. I'm gonna go with that guy and I'm going to add
another guide like here, right about there. Let's hide some of this. Let me, let me hide the description actually,
there we go. So I'm gonna go here to the options and let's add
another guide right there. There we go. What that the
guys should allow me to do. So again, let's change
the length for that one, let's say 40. Go back into the sculpt option. This guide should
allow me to bring most of the hairs that are intersecting with the character, bring them out back into the into the actual
proper hairstyle. This one, I do want
to push it back. Not that much. There we go. I wanted this one
to be kind of like going to the right
instead of to the left. That's it. Let's take a look at the crash. I haven't saved. Sorry. Let's
wait for my a to respond. If it responds,
hopefully they will. Here we go. Let's
say real quick, and let's preview the thanks. Sometimes happens for instance, I'm pressing six, which is extra mode and it's not working. If that happens to you,
that means that Maya is having a hard time
processing all the things. Best advice, save and save the scene, like
save the whole thing. And just just try to restart this really weird change to anything. I don't think I did. Let's hide this. Yeah. Okay. So it's Maya, maya freaking out. Very, very common display
issue where Maya does not like update until you actually
like most things around. Best option, just
save N and open up. Sorry, close my
end, open up again. I'm going to pause the video
real quick and I'll show you what guys I've been pushing this thing around
for a couple of minutes now. I didn't want to record
every single-step. It's just pretty
much the same thing. As you can see. I've been able to get some of this hair strands
out of the scalp, which is one of
the ore was one of the goals for this
section rates. So the way I did it,
this just again, just pushing the guide st and moving them and placing them as close as possible to the
volume that we're going for. So the blocking is looking a
little bit weird right now. It's a matter, of course
are going in modifying it. I strongly recommend
that you don't focus on the groom just
yet. Then go here. And let's just select just one guide and just
work one guided the time. That's the best, best
advice I can give you guys. It is going to take a little bit longer than you might expect. It's part of the process,
is part of what we do. And of course, one of the
reasons why we get paid, right? So that's why this job is
expensive and you can charge, whether it be the money for a very realistic character,
very realistic room. So yeah, just make sure you get it to look and flow
very, very nicely. And believing you're gonna be, you're gonna be in a
really good shape. So for instance, this
one guy right here, just push it a little
bit further up. You don't want to
have as much like it's okay to have guides
like close together, but tried to modify and
move them around so they cover different parts of the object of the
character in this case, because that's gonna be,
that's gonna be really, really useful for
the final group. That once we get to the 12, the modifiers, as
I've mentioned, I actually deleted the
modifiers that we were using, the clumps and stuff because
we're not there yet. It's important to
block the same first. Then once we have the blocking, looking how we want, now we can start focusing
on other things. So you'd like this like
crazy one right here. I'm not sure if I have
this thing right here. Let me delete this. There we go. It's flowing a lot closer to what we
have on the guides. Let's turn this off. Let's go back to
adding another guide. For instance, I can add one
more guide right there. See how it flows very nicely. Let's have one more
guy, like right there. Now. That one, as you can see, it is right where I wanted to, but it's like following
other guys right there, which is not what we want. Just push it out and start
playing around with the guide. Flows the way that
you want it to flow. A little bit tedious.
I'm not gonna lie. I tried to always be honest
with my students when we're doing things that are not
as fun as the honest, but I think it beats
the, the hair card. I usually prefer
to drink this like a grooming technique for characters then
doing hair cards. Because I know
that for haircuts, it's gonna be such a, such such, such a long time trying to get
things to work right? Since we'll be like a
weird guy somewhere. I'm going to add one more guys. Like, let's say right there. Again, let's grab our brush
right here and bring it out. And into what will eventually
become the breath. Go here, go back to the hair. Here's where we're
getting this sort of like the little issue. It's a visual bug. I
don't know why Maya does this and it happens
in a lot of things. Not only we'd like extra, if it has also happened to me when modeling
where when rendering, you'll press a button and then the UI just,
just not update. It's a weird thing. Like you believe we
grab all of these guys and hit Update here. Not really bleeding. Yeah. So the things you're going
to have to do here is, I think it has to
do with memory, like Maya gets too
much memory being used and just it
just freaks out. But don't worry, we can keep
pushing the gas right here. So yeah, guys, I mean, I've mentioned a
couple of more guides. This areas. There we go. So now updated than
the guides her back into working,
discovered this guys. Yes, you can see I'm just
going to turn this off. I want to focus on the guides. Just start pushing them out. How fun? Listen to the best music
or your favorite playlist. Get a little snack or something, and just go send them both into, into all of this process
because it definitely, definitely takes
quite a bit of time. Let's see which one. That one. The more
guys you have, the easier it is going to be for action to follow the
flow of your objects. As you can see here, the hair is looking a little
bit better and better. If we add one more
guide, for instance, here, we might be able
to bring this thing out. I think the witness a
little bit to thuggery now, I'm going to smooth out
the hair loop anymore. Remember at any point if there's a guide
that's not working, for instance, this one,
we can just delete it, resample and see like, I'm not sure where this line
of Harris is coming from. Let's close this up. This one, I think
this guy right there. We're gonna have to find
specifically that guy. There we go. That one. I'm going to delete. There we go. So as
you can see that one, fix this a little bit more. It's trial and error. It's
just trial and error guys. Again, as I mentioned, it's definitely going
to take some time. Keep it cool. Like
don't don't rush it. Don't don't try to do
everything in just one go. Take a couple of
breaks here and there. Make sure to check
your reference and follow up as
nicely as possible. Do all of that. And I assure you
you're gonna have a really, really nice here. I know that we've mentioned and I've mentioned
a lot throughout the video that I'm not gonna do a times keyboard time-lapse. I'm just going to
do more guides, a couple of more guides and some more like a
moment here in the hair. It's not gonna be any
tertiary forms or anything. I'm just going to fix this and then we're gonna be back
for the, for the brave. I'm gonna show you how to
do that nice little break that we have on the concept and the reference before we jump onto the
breakups and stuff. Remember all of this here
that we have right here, we're eventually going to
be adding some modifiers, such as the noise modifier. Let's say you like that to give a more freaky
look, if you wish. We go. The clumping of the
clumping is gonna be one of the main factors we've
talked about before. There's no there's really no point in doing
a clump right now. Because if we do the clump,
but even if we generate the guides as which is
what we're gonna be doing. It's just, it's just
not gonna work as nicely because we
were still missing so many guys like
this is a good start. We have a really good
approximation of the guides, but we're still missing
so many guys I would say probably like double the amount of guys that we have right now. So don't worry too much about the modifiers just yet again, we're gonna, we're gonna
have them later on. Just delete this
and delete this. And delete this. There we go. I'm going to say
file. We're just going to save increments and save to keep another copy
just in kids the scratches. And I'll see you back in the
next one that I mentioned. I'm gonna keep moving
a little bit and then we'll continue. Hang on tight and see you
back on the next one. Bye.
48. Hair Loose Braid: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the hair and we're gonna start working
a little bit on the bright. We're still, I would say
on the primary shapes, we're not doing
any sort of like, like modifiers or anything just yet. And this
is the result. I probably tweak this for about an hour or two with
the guides. Let me show you. As you can see, I added
some guides going back into space and I
just started pushing the guides like up and down
to make sure that we got the best possible result
as something that they realize while working on
this specific hairstyle. There were a couple
of guides to that. We're creating some problems. So don't ever be afraid to just delete those
guides and start over. If there's an area of the
head that's not working, just delete the guides
and do it again. It's a relatively easy
process too to follow. Now for debris that we're
actually going to be using a what's the word, a system that we've used before, which is the draw curves. We're going to convert
curves into guides. As you can seem, if we
take a look at the braid that there's gonna
be some hairs coming from the top and then
just creating this very nice loose
upright right here. The way I'm gonna do this, I'm gonna go to the front view. Let me turn off
the guys are here. I'm gonna say
create crypt tools. We're gonna do an epi curve. And starting here,
I'm just going to go down and create this sort of like S-shaped
effect. Just like that. I'm actually going to
hide the curves right now so we can focus on only
this guy right here. As you can see, this
is the front leg, the top one that
goes from there. The second one, I'm going to go back to create Curve Tools. Ep curb comes from down
here, does dissociate. It's pretty much the same s-shaped that you want
to keep the ED length, the distance of the
waves consistent, but they just happening
at different intervals. And then finally there's
another one coming from the back here is gonna
be going on the front. So I'm gonna go here. Let's just hit Enter there, G to repeat last action. And the final byte is gonna
be coming from the back. Against should be following the same sort of
shape like this, like this lazy,
sort of like SGA. Now I'm going to go into,
Let's grab both of them. I'm gonna go eat your curves. We're going to
rebuild the curves. Change them, Let's give them
ten options. Hit Apply. We need to, of course, like position them a
little bit better. So for instance,
this one right here, I'm gonna grab the control
vertices V for self-selection. And then just push this back, like the back of the head. Here we go. This one. Let's get this guy
into reference mode. Again. This one gonna be
right behind ear. Bow there, and that's it. Now, as I've mentioned before, if you've never done the
breathing in the real-world, I would actually go
with your sister or your mom or a friend or something and ask them
if you can try it, if they can show
you how to do it, because it's a relatively
easy process and that's going to have
to make it easier to understand what
we're doing here. If we have this three sets
of hairs were gonna go, one of the sets of hairs in this case like this
one, this outer one. And we're going to breathe
at in-between this to one. So imagine that we
are grabbing again, these three guys right here. So this guy is going
to go back into space. And he's gonna go in-between
these two guys right here. This one will need to
go outside for now. Then we have three new ones, and then this one, we're going to get it inside. The other two, like this. And then this one. We're going to break it again. The other ones like this. That way you can see
there we're creating a very nice loose
breath like this one. It's going to come from back there and it's going
to break itself. The front. Then this one, the
same thing on the tip. Coming from the back. See that? Then from the back here. In this final points, we're going to push them
forward again like this. Now as you can see, the bright starting to
get some shape. We're getting elements like going forward and
backwards in space, which is what we want
to get. Nice vault. Now we know from
our experience that if we add just three guides,
it's not gonna be enough. It's not gonna be enough for the whole thing that we need to do on the,
on a character's head. So what I'm gonna do here is I'm actually going to grab this guy is right here. I'm going to duplicate them all. Let's start with like 33 copies. In this should push because the more guides we
have this shoot push the strands of hair closer toward are
supposed to be. We're going to rely very,
very loose braid right here. If you want to tighten this up, you will need to, of course, like a work a little bit more with the,
with the elements. I'm going to press F5, F7 to modify all of them
at the same time. And I wanted supposed to sing
like forward a little bit. There we go. That's it. Have a very nice A breath. So now let's bring the
guides back again. I'm going to grab
all of this curves, go into action and it
would go to the utilities. We can select curves to
guides and just add them. And as you can see that we
have all of those guides. And if we were to do this, you're going to see them now. Some hairs are trying
to go into that sort of like bread shape here on
the side of the character. The reason why this is
not looking as good as it could is
because as you know, the hairs are just
trying to go everywhere. But here's where the clumping is going to come into place
because we're gonna go into the modifiers
or we're gonna add our first main clot. Gonna say, okay, setup
maps and we're gonna say, uh, guides. And he'd saved. Now as you can see, the hair is trying
and achieving, in this case, the bright effect. We're getting this
very nice effect. Let's go up here. There we go. And now their hairs is giving us a more intense breathing effect. At any point as you guys know, we can go here and
start playing with our scope brush to push some of this guy's where we
want them to be. There we go. Again. Now you can see
that for instance, we have this hair's
going across the eyes. We will need to understand or visualize where
they're coming from. So I'm gonna say 20 or 20,
I think it's too much. Let's see, 52. I'm going to push the
route a little bit more. I know where these
guys are coming from. It could be the mask. Now it's just like
they're coming. Oh, you know, what's happening? That's really interesting. What's happening here is that since we're
using the eye mask, see that it's pushing
it out from the eyes. That's really interesting
from the iris as well. Okay. That's a little bit unexpected,
but it's an easy fix. Let me show you what we can do. We're gonna jump into
Photoshop real quick. And we're gonna do is we're just going to
create one more mask. If we go to our projects, Let's go to Assets. Let's go to Photoshop. We're going to
grab the hair map. I know that all of those elements were like
We don't need, so I'm going to create
a new layer here with my a b brush, which has brush. I'm just going to create
the brush and just paint out all of these areas. I know none of this is part
of the UBI of the character. So all of that should
be painted out. Let's paint this in. The nucleus. Color
should be white. It looks a little bit like not
as wide this I would like. So I'm going to say
Control E and then Control L held the values
of the white are not there. The values there. We actually get the white
effect that we want. There we go. I'm gonna save this and
there's gonna be Hair map. It's pulled this top. Now, we go into our Hypershade. If we go to the textures, this last extra should be the one that we're
using and just read, download and use this one. Let's save on the primitives. Now as you can see, now
it's a lot easier to see which guide is
doing the copying. For instance, all
over. These guys are creating this like
weird clump over here. Then we're getting
this like super, super weird Harris
out to the front. And I think that's actually going to solve
a lot of our problems. Let's bring the
column back to one. Of course. That's a lot nicer. Oh, yeah, look at that. It looks really,
really pretty now. Of course this is way too much, so I'm gonna say something
like 0.5 or clumping. So we can have a
nice loser here. There we go. Now this is not
we're talking right now. It actually looks like a little bit closer
to the reference. There we go. I should do like
preview everything. And that's it. That's
looking quite, quite nice. I was still getting
some hairs right. There. Must be some sort
of guide that's pushing the hairs like down. Not sure which one of this
could be this one right here. Yeah. This one. Very carefully. I'm just going to just
look for it over here. One of the first ones
that we positioned, I think It's about
being patient. I've mentioned this before. This, this process definitely, definitely requires
patient wears it. That one could definitely help. There's an option here on
the brush where the weight, which is this locked length. If you turn this off, you can actually
lengthen the guides in a faster way without
having to set up that. The effect. There we go. It's this one right here. So let's just push
it out of the hip. That's it. Let's
take a look at this. Still a little bit there. Let's do the clump thing again. So let's say two. It seems to be one of this
guy that's doing that sort of intersection like one
of this front guides. Again, easiest way
where he says, like advice I can give you. Just look for it and delete it. That was the issue. Not that's not the issue.
It's this front one. I'm going to Control C. This front one of the ones discussing
some of those effects. So again, just look for it. Where are you? There you go. It's delete that one. There we go. It looks a lot better.
There's still a little bit of overlap there.
It's a lot better. Let's change the
column to look at 0.5. Not that bad. A couple of those, Harrison, I'm not
that worried about. Cool. There's a lot of really big
curator, a bunch of here. Of course, that's because
we're pushing the hair like out of the character
and back into space. Again, it's just a matter of pushing this things a little bit out of the
character right there. Giving them enough room,
giving the hairstyle, and enough room to rotate around the character on normal
like a human head, of course, we would have
the shoulders to help us get the idea of where to
here S and it's not gonna be. But this one looks, looks
nice, it looks nice. Flowing, nice flowy
here I think. Here we go. So yeah, that's, that's it. We have I think a really nice, a really nice preview. We're getting this sort of like interesting breathing
effect over here. With the hair. Not as tight as well we would expect from
a normal traditional. What's the word
traditional breath? But it's not baths. And
make sure to mention, spend enough time like
tweaking and changing things. This looks as I
suppose we'll see how there's a bald spot right there. You can try and push
some of the guides into that ball spots so that
we don't see this much. Or we can add a couple
of more guides. Because I don't think
it's the density. We don't really have
any density problem. There we go. Let's add
a little bit of noise. So I'm gonna go
here to the options and let's add some noise. Probably like five of frequency. Definitely a cut,
a cotton modifier. It's also, it'll be a
little bit more intensive. So here on the amount I'm gonna say all the way to
ten centimeters. So we have a nozzle
like transition, like flared out
transition right here. There we go. Just keep pushing I
think tills look good. We can of course, bring back the eyelashes and the eyebrows. And that's all of those
things are gonna help with the look of the character. So yeah. I think she's looking
quite pretty quick, pretty not bad for the amount of standard width dedicated
to this group. Let's go back to the
to the main hair. Let's go to the permit is maybe a little bit more density. Another thing I would
like to add here, you can see that
it's kind of wavy. There's a modifier called the curl modifier or
the coil modifier. This one I'm going to hit. Okay? And what that will do is if
we increase the count here, we're gonna get this sort
of wavy effect on the hair. We don't want as much.
So I'm gonna say five. But I'm gonna go for
like a big radius. Then like small masks like 0.1. As you can see, this is
giving us a little bit of extra volume on the here we go. I think we're having a
little bit too many or too many guides here going
into the brush section. Or we need a stronger bright, like a couple of
more guides to clump that better straight
up clumping. Let's try a 0.8 copying and see if we can see our
brain a little bit better. That's not bad. Let's grab
all of the guides again. Called. I'm not sure
about the coil. I'm going to delete it. The clumping. I don't want to clump
the tips as much. Give them a little bit looser. I'm gonna go to my brush here and make it a
little bit smaller. So when I add a little bit
of variation to the hair, I think we're pushing this guy. It's a little bit too far out. It's trial and error
efficient as before, which we could spend
like 30 hours. For me to show you
all of the time that you will need to spend to
grade like a proper group, like the best possible group. It's all about
time. In projects. It's all about time and money. So sometimes clients won't have as much money or we
won't have as much time. They came to really wait for you to finish things
like, I don't know, let's say we're doing a video
game and we need to do like 40 characters in the next
couple of like one month? Or do you need to do 40
characters in one month? Then it goes, you can expect what kind of quality those characteristic
gonna be, right? It's not gonna be, it's
not gonna be perfect. Looking a lot nicer now, we still need to see how all of this is going
to look inside of. Instead of Unreal,
we're gonna do a quick test for
the next week that we're gonna do a
quick test on the, on the effect on the
hair and everything. And then we'll keep on adding a couple more steps
before we wrap this up. Yeah, that's it for now, guys. I'll see you back on
the next one. Bye bye.
49. Unreal Engine Test: Hey guys, welcome back to
the next part of our series. Today we're gonna
be taking the hair too unreal to see how it looks. Especially I really want to see the eyebrows
and the eyelashes. I think those are going to
look quite, quite nice. This is what we have. I'm
hearing the description with the eyebrows and
we're going to of course, go generate and create a interactive convert
to interactive group. This is the thing
that we need to do. We're going to hit
Convert. And there we go. Those are the iras. Just
going to leave it like that. I'm going to go now
to the eyelashes, upper, upper eyelashes. Select them. Again, generate converting to Archigram's convert.
There we go. Then we're gonna go to
the lower eyelashes. So I brushed AS lower
generate or select them. Generate, convert to
interactive group, convert the rainbow. So all of these guys
are here technically, and I want to show
you technically, we should be able to export
all of this as a single file. Like if we export
this cash right here and we go into a project, it is in the documentation that you can actually
export this. I usually export individually so that I have a little bit
more control over grams. But since all of this
orienting the ice, I think we can make this work. Let's go here to the assets. So let's go here and we're gonna say eyelashes,
underscore eyebrows. Hit Export. There we go. Now inside the firm we'll, of course we're gonna go to our folder and we're
going to hit Import. We're going to import the
eyelashes, arrow ABC. That's cool. We got a little box,
so that tells me that we're in a good
position right now. We don't have any Blueprint. Like when we did the helmet, we did everything instead, the ThirdPersonCharacter
Blueprint. Right now we don't
have any blueprints or we can just literally drag and drop this Olympic
file into the world. And as you can see, yeah, Everything, Everything is there. Of course, we're
gonna need to have rooted and move these
things around a little bit. So we're going to go 000. This thing was pumped up. We also scale this 1.5. So we need to scale these
guys are 1.5 as well. There we go. Let's see what the south again, rotation wise, you can see
that they are facing out. So we need to rotate this
90 degrees like this. Then probably 180
degrees like this. There we go. Now we'll just position
them properly. We can again check this as 150. So if we go here to the eyebrows where he just played
this at a 150, and they should be exactly
where we had them instead of intelligently and look at that beautiful, beautiful,
beautiful, beautiful. I definitely gonna, I'm
gonna go to my characters. I'm gonna go to Mike, I'm gonna
go to the shared options. And in the hair materials, you can see that we have the
m here and the eyelashes. The M eyelashes are also
just like eyelashes thing. It has been chilled a little
bit of variation there. You can see that we're
not using any sort of effect or anything. It's just going to
right-click this. I'm going to create the material incidence
from the eyelashes. And we can just drag
and drop this into the eyelashes eyebrows, however, to make this a useful, one thing that we need to check, and I'm going to do this
in the master control. Remember here we need to
look for a strengths. Use with hair strands. There we go. So just save the master material shouldn't affect
anything on Mike. It's just the workflow
that we need for this specific group
selection that we're doing. Let's just wait for
the shader to compile. The confirmation
process can be a little bit like time-intensive. As some computers,
I used to have an older computer like
a couple of months ago and it took like minutes but five minutes
to do a calculation. This is a processor related. So again, depending on
the one that you have, you might have this a little
bit faster or slower. I'm just going to drag this
and drop this right here. And as you can see,
that's going to give it the eyelashes effect arena
there a little bit too thin. So I'm gonna go here and we can change the
color and the tip color. And we're going to go
for a darker effect. So for the color
here, there we go. That's it. That looks, that looks
pretty, pretty good. I do think they're a
little bit too thin. I like the shader, but the, the groom itself, It's
a little bit too thin. So remember we can go
here to the options. And if we go to the strands, we can change the hair width to make them a little
bit like denser. There we go. That's a lot a lot closer
to what I would expect. I think that's of course
a little bit too much. What's the 0.01?
Let's try 0.015. Let's do, let's lower the
scale on the tip a little bit. Let's read points
you a two. Or 0.2. Is that too much? The
output is too much. So 0.025. There we go. Here, shallow density, we can make the shadow
a little bit denser. Scale on the roots. I think it's fine. Maybe a little bit more. Let's try 1.5 on the roots. And that's it. Look at that. I think the child's a
little bit too much. Go back to one. Look at those beautiful
eyelashes and eyebrows. Realistic eyelashes and
eyebrows are fibers. There are specific
specialized hair system, so yeah, this is looking. It is looking quite, quite nice. Now, we don't have any animation or anything
on this character, so we're not gonna be able
to tweak anything here. I would definitely, definitely like paint the eyebrows
a little bit more. I think that density is fine, but if you need to change it
a little bit more in Maya, feel free to do so. Now
let's bring the hair. Let's see how the hair looks. Again, this is not
the final here. We're still going to be
tweaking it a little bit more. But we definitely want
to see a little bit of like what's the word, how it's looking rather,
we definitely want to get an idea of how
this thing is looking. I'm going to grab the main hair right here and we're
gonna do the same thing. I'm going to, let
me see real quick. I'm going to generate
and convert this to instruct
interactive group hit. Okay, there we go. That's the hair generate
and we're going to cache this and export
the cache Alembic. It's gonna be called Irina. Mean here. There we go. Now, show you something that could save us a
little bit of time. As you know, when we
imported this guys right here, the ones on this guy, we changed the rotations,
so the rotation, it was minus 90 on x
and minus 180 on C. If I were to say Import
and import the hair. Now, here, I can say here
under rotation minus 90 on x and a minus a 180 on
the UNSC and hit import. And now when I drag
and drop this here, as you can see, it should match our character
a little bit closer. Let's make the single
worst supposed to be 000. And then it was a 140, right? Scale with 1.5. There we go. I think it rotated
the other way around. Yeah, I think it's killed
it the other way around. So I'm going to scale
this on minus one on x. So we can see it the way
it's supposed to be. Minus. This gets it would
need to be minus 1.5. There we go. Let's break this and
let's say 1.51.5. There we go. Positions are 150, so let's
bring this down to 150. That's it. Not bad, Not bad. Looks good. Falls back nicely down here. That's like for a first
like a general cleanup, It's not looking bad. The clumping is looking good. Definitely need a
little bit more noise. Definitely need to break
this up a little bit more. Give a little bit
more of a wild look. Let's go back to Mike. Let's go back to shared stuff. Here on the hair materials. I'm going to create
a new instance for this hair and make sure that
on the material itself, we also have the
strengthening turn on. It's turned on. And now
we go to this room. Let's bring the hair instance to the material of the groom. We go and we can
double-click this guy, changed the edge color, the root color, the color. Let's go a little bit darker. Gothic, gonna be
really, really dark. And then the tip, we can go a little bit like
the saturated white. There we go. Yeah, a couple of hours of work and look how
far we've come. So you can see this looks
pretty, pretty, pretty nice. We're not seeing that much of
the scalp, so that's good. I'm probably a little
bit more density here on the top might be, might be good for the,
for the character, but it's not looking bad. Now, you can actually turn
on what's the simulation, but since we don't
have a lot of stuff, it's just going to fall down. It's going to look really weird. So I'm just going
to keep it like this and the setup is looking, it is looking good
so far I liked the progress that we've
got. At this point. We definitely need to break up the hair
a little bit more. We definitely need to add
the logo more density here on the main like
scalp of the hair, I have a winner
very good position. Like look how pretty this hair looks without the need to go through all of the hair
cards like situation. So I'm gonna stop
right here, guys. And then the next one we're
going to keep polishing, keep pushing this hearing
two into new new areas. So that's it. I'll see
you back next week.
50. Hair Refinement: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the refinement of the hair. It this is how we left off in a real Not looking back,
not looking back. I would say for the
amount of time the width dedicated so far it's
looking quite nice. But there's a couple of bald
spots like back here on the hair and the
it's too uniform. Uniforms. They
definitely need to add a little bit more visual
interests of the whole thing. It's doing exactly what we have here inside of Maya though. I mean, it's not like
we're doing anything, anything fake or anything. It's just that we
definitely need a couple more tweaks
here and there. So the first thing
I'm gonna do is I'm going to add a couple
of new guides. So I'm gonna go here to
my app guide sections. Let's add one right there. Yes, wearing the mask here. I'm also going to
have one more here. And then I'm going to
use my skull brush. Relatively high size
again to start tweaking. You guys know the drill. I want to push this
one. I want to use this new guy that I
just created to help this or like front here
that we have right here. We'd get a nice little effect that's like that here,
right there, there we go. It should help me push the
hair out of the head a little bit and make sure that we're
not intersecting as much. Trying to see if there's like
a guide or something that's causing the issue of
this one seems to be it. See that line right there
at the very weird line. Very important to move and
come follow this case. We have this new one
that's very small one. Here's where using the loc
length option, like turn this, turning this off is
really cool because we can just like literally pull this thing out a little
bit more length. We're probably going to need
to go here and say rebuilt. I say 20, I've been
using 20 CB counts. So we get a little
bit more resolution for the, for the hair. Let's actually, let
me go back here. Let's lock the length again. We are not getting more
here then we want. There we go. So as you
can see this given, gonna give me a
little bit more here. There. Let's turn the guides
off for just a second. Here again, my ice having
the issue with the guides. Clear all descriptions. Anyway, it's just push it
out a little bit more. There. There we go. That should cover it a little
bit more of the bald spot. Let's select all of the guides and just tweak them
here a little bit. One thing that I did
notice here instead of, instead of foreign real is that on the top
part of the head, like right here,
it's really flat. It's kind of like
if she was pushing her hair back and
I don't want that. I want us to look a
little bit more natural. I'm going to give it a
little bit more, more, more volume here on the front. The hair is not like
all going back. There we go. Now one of the things that
we definitely need to do is we need to break up
the hair a little bit more. I'm still a bit of concern about this clumping thing right here. Let's go to the
modifiers and push the clumping there just to see where those
fibers are coming from. I'm not sure if there's
a spot on the map. But this are really,
really weird. Ones. That guy right
there push it out. It's always one
guide or something coming from this
section right here. Push the hair out
a little bit more. Suppose this guys back. Cool. Now, let's add
a little bit of, I'm going to add a
little bit of what's the word noise to
the whole thing. This one definitely will
increase a little bit more. Let's do like a five magnitude. There we go. It's gonna break over the
hair a little bit nicer, especially on the tips of the hair as you can see right there. That's going to make it
look a lot, a lot cooler. Let's go 3.5, I think. Make sure to
visualize everything. There we go. 3.5.
Just redo that. There we go,
Perfect. Now, here's where the interesting
thing started happening. We can start adding more and modifiers and play around with the variety of the modifiers to create even more
interesting effects. So for instance, right now
we are clumping everything but we're seeing are guides
to clump the whole thing. And it will be cool
if we could have like an extra clumping layer. So I'm going to add
one more clump layer. This one, instead of
using the guides, we're actually just going to generate the clumping guides. So it's gonna be like a blood better for different clumping. It's going to hit Save. And now what's going to happen here is we're going to have two
separate clumping sections. If I were to increase
this quite a bit. It can see that we get
this interesting effect. Of course, this is
way, way too much. Let's go back to one. But this clumping right here is clumping the hairs while we were still keeping
the original clumping off the guides over here, let's try 1.2 on the
original clumping. I think I want to
increase the noise on the under root a little
bit more as well. To give me more of
like a freestyle look. There we go. Looking
pretty, pretty cool. This year is a little
bit short like this guy. So I'm going to
select the guides. Let me see if I can find it. What else can we add? Let's see. Let's try adding. I'm gonna try adding
another noise. I'm going to go
with another noise. But I'm gonna make
this nice effect the route more than the
rest of the element. So I'm going to bring the tip down and the magnitude
of the roots, as you can see, it's
gonna be more like we're gonna have more freeze
on the top of the hair. Of course, it's way too much. Unless freeze on the
bottom over here. That's also gonna
give me her very, very nice, interesting
look up here. I think I'm gonna go
with two frequency and two magnitude. I don't want them lot of noise, but that's definitely going
to help blend the scalp of the character and make sure she looks a
little bit pre here. Cool. Cuckoo, cuckoo. Let's just
keep pushing the guides. I think we still need a couple
more guides to be honest. For instance, I'm going to
have one more guide like here. Like that one. And probably a couple more
here where the where the main like breath is gonna be. There we go. Let's turn on anti-aliasing so we can see this a
little bit better. I really liked the crazy
the crystal we're getting. Now I'm gonna go with
my scope guide again, but I'm gonna start going
with a smaller size. This, I always find
that really similar to how we work at
when we're in ZBrush. Every time I'm teaching
Sievers for instance, I tell my students that at first you guys need to focus
on, on the big shapes. Like focus on the big shapes. Make sure the big
shifts are good. And as you keep
moving and you keep advancing on the
process on the project, then things are
gonna become like a little bit smaller and
smaller and soar tools, like when you started
working on ZBrush, you're gonna be using a
small or big brushes, the brush and stuff. And then you're going
to start working with smaller brushes like the trim dynamic or they mean
standard stuff like that. So the same thing
can happen here with the hair descriptions
like when we started, we went to place
the guide seen that really big and Broadway. But once we're ready and we, and we like where this is going, we can start playing
around with like the big volumes and making sure that we get the result
that we're going for. Very weird. Like that guy is really weird. I think it's, it seems
like an error under the simulation site that we get those
interlocking guides. Let's get rid of
the second clump and I'm going to go
to the first clump. Again, I'm going to there we go. That looks a little
bit better even getting some of the
clumping out there. Let's do something really crazy. I'm gonna push this over there and see where
those hairs are. Oh, you know what? I'm so silly. I forgot to turn off the interactive groups,
all of those guys. So we were seeing the
other guys as well. Links are active groups. That's why I kind of
like I was moving the guides and the hair
was not moving but that's because we still were using the the
original guides. There we go. So yeah, there's this line right here. Now it's going out of the face, which is a
little bit better. It's still not really
where I would like to to. I'm gonna have one more like description there
and another one there. As you can see, they're all
following the same like flow. And this should help me push
the hair outlaw bit more. Let's go back to the sculpting. Like to nearly effect
over here for the breath. Go. This one on the right
side, it got way, way better with the extra
lines that we added. And then we'll have this
very cute curl over here. I'm going to go again. I'm just going to grab
all of the guides. Small, small size. I would start
creating this sort of like round cute little
kernel here on the tip. There we go. That kind of stuff like adding a little bit of
extra flair to the hair. Really cells d, the
character a lot more. It's like we really don't
need to do that much. It's just adding
those little bumps. For instance, this
here, right here. Let's move to the other side. I get this sort of like
currently look again. Here's gonna try to
follow that line. And let's bring the G-I-F
closer to the head. Of course. For this one. Let's go. They're going to bring my hair a little bit bigger and just push
this back a little bit more so the hair's not like
on the character itself. Think of the clumping sway
too aggressive right now. Let's go back to 0.8. There we go, so that
we don't get any weird bald spots or anything. Just bring this down. Yeah, That's looking
quite, quite nice. I think I'm going to stop
it right here, guys, I think I think we're
in a good position. Again, you can keep
playing March as your one with the guides and the shapes of your character. As you can see, the
more guides we add, the more control and the
easier this for action to kind of follow around. I don't think there's a
couple of guides that are interlocking with a
character like on this area. Just to make sure to move
them out of the geometry. If we have the full
body, this would be a little bit easier
because we will be, will be very easy to
visualize where we're actually getting some.
What's the word? Some of this like,
oh, interpolation. I'm gonna, I'm gonna have
one more guy like in there. Like down here on
the, on the ear. There we go. That one's
pretty, quite pretty. And we're going to use
those guides. There we go. Look at that beautiful. As you can see, this guy
is really helping me push the hair out of the
face of the character. And that's gonna be super-helpful
for the final look. Bring a level of volume. I want to push this sort of like cute window over
here to the top. Bring it closer to the face. But again, as you can see that the extra little guides that we added, they're
definitely helping. Give us this very
nice, cute shape. Make sure to always check all the way around
your character. Here's one of those things
that needs to look good from all angles. There we go. That's looking quite nice. I'm going to stop right here, guys, we're gonna do one more, Bring me like a couple more videos on another description. I'm going to create the another
description for the here. This is gonna help
me with some little extra notes here and there. Yeah, hang on tight hills.
You back on the next one. Bye bye.
51. Hair Breakup: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with our character and
we're gonna be adding a couple of extra hairs
here on the main scene. So as you can see, we've been working on this
character for about, if my calculations are right, about three hours, that wouldn't even be close to what we normally would take
in production. We would need to spend
at least 20 hours on this thing to make it
like super, super cool. That's why nowadays in studios there's actually like
a groomer position. Like people are working
all day on creating the groom's for the
characters because it's really time-consuming to, to get it to look up perfect. However, for three
hours of work, I think we're in a really,
really good position. And we're just going to add
one extra expression to that character to make
her look even better. I'm going to cover
the head right here. The whole head doesn't
really matter. I'm just gonna say description,
create description. And we're gonna call
this breakup break pair. There we go. You're in a room policing and
shipping guys and create. Cool. We're gonna go
here to the guides and I want to add a little bit look like a couple of
descriptions here on the top. Let me let me hide the
main hair right there. I want to add like
one over here, maybe one over here. I'm probably one over here. So if we do this,
of course we're gonna get here everywhere. That's not what we want. So we're going to
create the mask. Of course. Let's do
this breakup mask. For Maya to create
the element. We go. We're going to jump into our
Hypershade to of course, upload our new map, the pneuma. Do we create that don't want, that's only black and white. We're going to go
again to textures. This guy right here. And there's gonna be
no, not that one, but the map top hit Open With from my
otolith. There we go. Perfect, close this and just
save them at the new map. So it knows that that's
the new map. There we go. And as you can see,
we're only getting some hairs on the top part. Yeah. So the thing I'm gonna do
here is I need to of course, grab the guides that we just created and play
around with them. So I'm going to go
into the length. So the length, Let's
set this to like 20. I think 20th is good, maybe
a little bit shorter. Let's rebuild them. I definitely want to have,
Let's start with ten CP count. So we have a little bit of
look like a wider effect. And we're gonna
go to our sculpt. This one's on the front. I kind of want to have
them fall on the front. You've probably seen this sort of effect with characters where they had like a little bit of a loose strands of hair
at the front of the head. This one, it's
going to be falling down as well and creating
these are like curly effect. On the side. Like this. This case, as I mentioned, they're gonna be like flying here on the front
of the character. And this one's gonna
go into the brights. But again, it's
kind of like on in opposite directions to where
the other hairs are going. So we get some interesting,
interesting looking flow. I've seen some people do
amazing stuff's with action. But again, that's
where everything time, time is of the essence. We go do that and look at that. Beautiful, beautiful, beautiful. Now it's just a
matter of making sure that we're pushing this out. Now, as you can see, where
we're bringing here from other places which has expected, but that's not
exactly what we want. It's very important that
we push the guides out. We are sure that the hairs are only going to
push it that way. Now, one of the main lifers that we're gonna
be using for this one, this of course, the
clump modifier. So let's go to clumping, okay, set of maps, guides of
course, and hit Save. Now as you can see, we're
clumping all of this, like January the hairs towards the domain clumps
chart, those ones. I do think we're getting a
little bit too many of them. So let's go down here
to length is fine. Let's do of course,
a taper density and want to change the density. So right now we have
a density of one. I don't want to have this many. Probably like me. Let's try 0.5. Density is just a couple of flyaway hairs that
we want to add. That's the main the main
goal with this breakup here. Something like this. Here we go. Let's have a
couple of more guides. So let's say the one
guy that were there, one got guided by back
here, even one over here. Because remember all of
these guys are going to help push the thing properly. We're of course going
to have to go back to. The grooming options and generate them again
with the guides. They follow a little bit
better. There we go. As you can see, that's
working a little bit nicer. I'm going to add one
more guide like up here. You can see there's
some here over there and one more guy up here. And very importantly,
we're going to use or brushed, push them out. We really don't
want the hair to be right there inside
the character, so we really want to push
all of this hair out. We do want to guide
it towards the link, the clumpy thing
that we get here on the front wanted to
make sure that we can really get it
out of the head. I'm going to turn on the
other here is for a second. Let's see it. There we go. Because
as you can see, this here is gonna be like interpolating with
the other one. As you can see, that's
gonna give us a very, very nice, cute little effect. I'm still not completely happy with the way
this is looking. So let's go back to
the breakup here. The guide, then another
one more guide there. Even one more here and
they won't want more here. A couple of them. Let's hide this here
for just a second. Go back to all of these
guys are called brush. Push them out of the
hat. There we go. It's funny, we're still getting
some information there. I'm not sure if it's
the texture that's doing that shouldn't be though. Shouldn't be looking
a little bit better. Could be, could be the faces. Remember how we did the
description with the phases. So let's try and do
that fixed real quick. Select this guy right here. I'm gonna go to the right view. Let's isolate it so
it's only the head. And I'm going to go
into description, or let's go into faces. And I'm gonna select
all of the faces that I don't want to have. In this case, I'm going
to select the faces where I do want to have here, all of this and that
shift select everything else or actually
shifts like this. And we're gonna go
into descriptions, bind patches, remove, select the faces. That way. Technically, we should
not have as much here. There we go. I think that was definitely
affecting a little bit. This is looking a
little bit better. We could benefit
from adding a couple of guides over here. Again. So we push the hair
out of the system. We go, Let's go to
the clumping option. The maps we're going to generate
again with guides save. We're going to use
our sculpt get again to bring this thing out. Really weird. Still getting some cross-section
here's from there. Let's see where they
are originating. There are imagining
it on the scalp. So maybe, maybe we need
to cut a little bit of the link again of the phases. So if we go here, let us say, Hey, you know what,
I don't want. This face is either
gonna say description, buying patches, remote,
select the faces. And that way we're
only going to have this guy's coming from the top. There we go. It looks a lot better. A lot better. This is the one, the guy that we're
gonna be using and that's of course
going to clumping. We need to regenerate
this thing. So hit Save. There we go. There we go. Now we're talking. As you can see, it's a
very dynamic process. I do love using extra
more than I do using things like fiber mesh or other hair systems
and other softwares. I don't think even
though it is tricky and it's like finicky as we've
seen throughout the series. It's still, it's still really, really useful and we can get
some really pretty results. There we go. I think something
like that works fine. Let's reduce the company. We're gonna leave five
and I'm just gonna have the noise most modifier, a little bit more magnitude. Definitely need to add a couple more CV's to
that, to the hair. There we go. Now we can see or
preview the other hair. As you can see, what's
going to happen now is we're going
to have a way more complex here because we're mixing together two
different hair systems. So it might not seem like much, but it's very similar to
what we did with the cards, where we added different
types of cards. And by combining them, we create a very cool effect. You again can go
crazy with this. You cannot fly away
as you can have. What's the word? You can
add? More break-offs, more transition the hair
right here, peach false. I've seen people do peach
phosphor to characters where you have a little
bit of hair pretty much all around the face. But yeah, this is
the general process. And as you can see in the
matter of a couple of hours, we were able to create this
very cool hair system. So the only thing
I'm gonna do is I want to go to the
main hair system. I want to sculpt just
a little bit more. Here on the bright area. I want us to look a
little bit more natural. Let's go main here. There we go. There we go. We have a couple of more
like interesting locks. When we see there's a hole here. Just looks really, really cool. So yeah, that's it, guys. We're pretty much done
with the hearing. Of course, as I
mentioned before, job is never done until you really exhausted all
of the time possible. And that's that's the
mortgages he'd right now. I'm going to stop right here. And in the final video
of this chapter, we're just gonna take a look at the final setup inside of
our instead of from real, we're going to export
the new hairs and we're going to get it into a
real yup, hang on tight. And I'll see you back on
the next one. Bye bye.
52. Final Unreal Setup: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the final on real setup. So let's get to it. So this is our final hair
looking pretty good. I really liked the final
result here, very organic. Although those cuts,
this nice little like, uh, uh, a bundle of
hair is going down. I'm always like, I'm a little
bit of a perfectionist. I can always move a
couple of things around. I like to play around
until the very end. But I know, I know that
time is of the essence and we're not gonna be able to spend any more time on this one. But now it's time
to bring it into, into a real, we already
know how to do that. We're gonna cover
this one. Well, let's delete the one that
we had before. So the main hair That's leader. I'm going to grab this
description again. We're gonna go to
Generate and we're going to convert this to
interact group. There we go. That's it. We can hide this one so we only see the
interactive group. That's the interactive group. And now I'm going to grab the breakup here and
we're gonna do the same thing, generate, convert to
interactive group. There we go. Let's hide this one as well. And as you can see,
we're gonna have two nice and sexual with you. I'm gonna go both sections. I'm going to say
cash or general, by the way, you can export from here, from alembic as well. But I like this
cache export cash. We're going to export on
top of the Irina main here. And the reason I'm gonna
do that is because if we jump into unreal
here real quick, and I just selected
the groom that we have and just make a mental image of how
it looks right now. I'm just going to
print screen so you'll see the difference
in just a second. And then I'm gonna go to the ER. Let me here right-click
and just say re-import. Everything seems to
be working fine. I'm just gonna hit
Import and look at that. Way, way nicer, way,
way, more natural. A lot of crazy hair
is going up and down, and this looks away
way more organic. I do think we need to change
a couple of things here. So I'm gonna go to
the Options and I'm definitely going
to make the tip, the tip of the
elemental a bit lower. Now you can see that the
main room hears a loud with crazy like we might have needed a couple of
more subdivisions. See inside of the description on the CB count just to make
it look a little bit nicer. But yeah, this is said now
we can grab like the eyes, the re the hair and
all of those guys. And if we turn it around, we can see how the hair
very nicely follows along. It's very fluffy on the back. Might be able to, or we can maybe push the hair a little bit closer
to the to the head. But yeah, this is it guys. This is pretty much it. And as you can see, we are now working with a
real-time hair basis, splines the rendering
in a real engine file. That's it. My friends, we've arrived to the
end of our course. There's one more B to that
we're gonna have with this, just like the outro video. You're going to see my face
again after the intro video. Yeah, This is it guys. I hope you've learned a lot
throughout the whole course. One of the main things, and I'm gonna use this
little final video to just go over the
whole thing that we did. We did the marmoset render. I show you the universal
hair descriptions, how you can use
haircuts to create very optimized of scenes
for any type of engine. It doesn't matter which
engines you're gonna be using this technique either with normal map direction of the map, a color map and be locution
makes for a really, really nice and easy way to
generate this kind of hair. We then of course
a grant onto see the hair for our teeth link, which is like a more
advanced hair system for our character. It looks really,
really cool as well. But the unfortunate drawback of the ones that I'm showing
you right now, the market. And this one is that
even though they look pretty cool, their carts, so they might look
a little bit Steve, they might not look as organic. You might see where
to intersect with the character or there's
like wholesale stuff, but that doesn't mean
that there's not useful. We can use this guy's in games and they're going
to look quite nice. And finally, real-time here, how to do a proper groom and create real-time here that is going to react to physics, it's going to react to
movement, is going to react to when everything is due to
the inside of the engine. We're gonna be able to see
it right here as well. So hopefully after this, I think it's about
12 hours of content. You guys are not
really well-prepared to tackle any sort of hair
project that comes your way. Remember you need to
do the exercises. Don't just watch this
the journal and be like, Okay, Cool, I finished
listening to Abraham. Now I know how to do here, know until you do it and
until you mess with it, fail with it, and then be like
become successful with it. That's the point where you're gonna be able to say that you master or that you're good
with the hair systems. So make sure to practice, make sure to do Allah for research when
you're doing your reference. And the, go ahead, go out there and
create amazing stuff. My friends, I will
see you back in the last video.
That's it for now. Thank you very much for being
part of this community, and I'll see you back
on the next one. Bye.
53. Final Words: Hey guys, welcome to this final part where we have arrived to the
final chapter two, the final little
session right here. These are just some final words. I mean, this has been an
incredible journey for me. It's been quite a lot of fun to teach you guys all
about this techniques. And hopefully with all of the things that we've
learned now you guys are more than prepared to
face and challenge her. Make sure to deliver
any kind of thing that people asked from you
in regards to grooming. I just want to make
a quick recap of all of the things we saw
in the first chapter. We saw of course, the
general technique on how to create descriptions, cards, Bakes, and renders. Then we jumped into
the three main lines. For the ogre would
did this sort of universal hair system
that I like to call, which is gonna be useful for pretty much every single
rendering engine. And the reason why it's
gonna be so useful is because we get all the
normal maps that we, or all of the methods that we normally need such
as the normal map, that direction map the
ambient occlusion, the ID, all of the maps. Then we saw deaths one, which is one of my favorites, which is the Unreal
Engine approach, which uses, as you know, a different kind of maps and the different
kinds of shaders. It only works in saving
from real of course, but you'd get such
an amazing result. And not only is it
an amazing result, it's also really, really
performance friendly. So you're not going to
have such a big impact on the performance
of your games, which is, and the
amazing advances. Finally, we saw the
future of hair, the new processes that we're gonna be using in
the next couple of years, which are like a real
hair, real grooms, Alembic Cache coming from Maya, from blends or for
any other software and working directly in a real, we saw the Spartan Hellman, How we can even make
it move and simulate. And we saw that, of course it takes time, but you can get some really nice and amazing results as well. And this is it wafer right to the n part of our,
of our course. Here are our three
main characters. There's a couple of other
exercises that we can get here, the little horse charm
and this Spartan helmet. But hopefully you guys have
liked everything so far. It's been a pleasure for me being your teacher
throughout this course. Thank you very much for
your support and the walk. That's it. I'll see you
back on the next course. Bye bye.