Transcripts
1. Lecture 00. Introduction: Hi, everyone, and welcome to my course on Sculpting
hair in that brush. My name is Anna
Viganska and I am a senior three
character artist with over ten years experience
in game Dov industry. I have worked for projects
of such studios as Blizzard, Thib Syndicate, Ai games, Ride Games, merchant,
many others. Over the years, I have developed a structured yet creative
approach to sculpting hair, one that balances from flow and personality while staying
production friendly. This course is my complete
breakdown of that process. Will start with
the blockout phase where I will show you how to approach the overall silhouette and volume of the hairstyle. From there, we will move
into layering and shaping, building rhythm and structure while keeping the design
readable and dynamic. I will take you
through how I add flyaways and refine the
sculpt from visual interest. And finally, we will move into polishing and adding poly pain to bring everything together. This course is perfect
for character artists looking to improve their
stylist workflows or for anyone who wants to build
confidence when sculpting my goal is to help you not only to understand the
technical process, but also feel inspired to experiment and develop your
own voice as an artist. I'm excited to share
this journey with you, so let's get started.
2. Lecture 01. Theoretical Part: How to sculpt hair
in that brush. We will talk about
the theoretical part, and in other four lectures, we will proceed to
the practical part. And I can assure you that
using this technique, you can create hair
of any complexity. I use this technique every time when I sculpt hair
and nothing changes. Any stylist hair can be
created using this technique. On the screen shirt, you can see different hairstyles
of different artists, and I know how to make each of them because
each of them I can create using
the same technique which I use for creating
any of my hair. This slide, you can
see the hair which was created by me for
all my projects. You can find here the hair which we're going to
create at this course, which is in the middle, the hair which I created for
my personal projects. This is all same technique. On these two screen shoots,
you can see the hair, which was a commercial
project and I used it even when I was sculpting hair
for my commercial tasks. This tutorial, you
will learn how to create complex
hairstyle with braids. I decided to show you
absolutely everything, and in this tutorial, you'll find out how
to create braids without using any braid
brushes from the Internet. Brad brushes from the
Internet are good, but they are not for
every hairstyle, and I think you should know
how to create braid itself in case if the hair braid brush is not working
for your needs. You will also learn
how properly to detail the hair because
very often I see on the works of my students and in general on the Internet
that people have problems with understanding to which extent the hair
should be detailed. And we will also talk about
thistle course will also define the direction of each strength to make
it look appealing. Hair is always about appealing. It should be aesthetic.
It should be appealing. It should be looking
nice and it's not that easy to make each hair strength looking exactly what we need. We will also enhance the
hairstyle with flyaways. Flyaways are small little hairs like what you see
here, here, here, and I will show
you the quick way how we can create these flyways, I don't know, in ten, 20 minutes for the
whole hairstyle. Also will understand
on what you need to focus first when you look
at the hair concept. Because when we look
at the hair concept, we usually get lost and don't
understand where to start, how to proceed, how
to make it look nice, how to make it looking neat. I will explain all
this in this tutorial. Of course, we will create the hair that looks
aesthetically pleasing, detailed and clean
at the same time. This point is very important for creating
not only hairstyle, but also whatever you do in three D. So let's
proceed right now to the theoretical
part and let's talk about what you need to
understand from the concept. The first thing which you
should understand from the concept is what is
the style of your hair? There are different
styles of hair. Here, I will show only
three styles and what you should understand from them
when you look at the concept. So if you look at the
first picture, actually, this concept we will use as a concept for creating our hair. And the style of this
hairstyle is everything round. You can see that
every single round, there are a lot of C
and S shaped lines, and this is what you should keep wind while working on
your second example, which is here in the middle, what we see from
this stylization, the lines are almost straight. Everything is
choppy and angular, and it's not usual hairstyle which we can find
in the Internet. So while creating your hair, you should also think about the minor details which create the whole
style of the hair. And on the last example here
on the suit you can see that the stylization
includes sharp angles and lots of points of tension. So what we see here, it is not like the first one, not like the second one because
it has just sharp points, and at the same time, it has a shape hair. So it's something in between between these
two hairstyles. So first, when you
look at your concept, paint about at
least 5 minutes to understanding what style of lines does this hairstyle have. Next thing which you
need to understand from the concept is the
number of strengths. Yes, we count our
number of strengths. You need to create exact
number of hair strengths. Here, it happens that not all the strengths on the
concept are clearly defined. But in this situation, yeah, we can use our imagination
and add our own strengths. But those hair strengths, which we can clearly see on our concept are very
important to produce also on your three model because your client has paid for the concept artist
to do his job. And right now he wants to see the exact copy of his work
in your from the concept, it's not clearly understandable the amount of strengths
that happens very often. You can use your imagination, and sometimes it is better to split the large
strength into several, especially those which
are near the face. Those which are
behind from the back, you can still live as big ones, but those which are
in front of the head, it is better to split
them in smaller. But again, follow the concept. What we do with areas which
are unwisb from the concept. For example, for this concept, we have only this view. We don't have our back view. So in this situation, you need to find the reference in the simular stylization. The closer to the
concept, the better. In this case, this is my hair, which was sculpt
in this tutorial, and this is a reference
which I found, and my task was to make something between this
reference and this reference. But again, without
this reference, it would be very
difficult for me, and I would spend more time. Also, pay attention to the
direction of the strength. Even straight hair, as
we see on the reference, is not very straight. It has specific directions,
specific shape. So don't make hair just straight unless it is
defined by the style. Also, the hair in general has primary and secondary direction. We talk about primary direction, that means that we take
all our hair and we try to identify what the
global direction my hair has. When we're talking about
the secondary direction, it is a direction of each
and every hair trend, and it can be different. In general, it should be dependent from the
primary direction, but inside of the primary
direction, it can have, and it should have
different as in directions. Detail detailing is part which
usually very complicating for junior artists because everyone tries to detail the
hair as much as possible. Like you can see here, there are a lot of a lot of details, and in the entire hair looks
messy, don't exaggerate. The detailing should
not be that messy. And how to do the detailing, you will find in one of the
lectures of my tutorial. That's a very important
thing which very often overseen by junior
artists is tips. Your tips should be sharp. Round tips doesn't
look like hair, so you will need to
refine your tips in that brush to make your
hair looking really good. And again, how to do
this quickly and without spending all your time for
making the sharp teeth, I show in the lecture. Other common mistaqe and the strength should lie
on top of each other, not pass through each other. You can look at this picture and you can see that very often, we hurry a lot, and we see that our he strands are intersecting logically
into other strands, which is not good,
which is not great, which is not looking nice. And this problem, this mistique reduces your score
of the portfolio, let's say, metaphorical
score of your portfolio. So on this screenshot, you can see the way
it should be done. And the last and the
theoretical part is it's very important to
create layered hair. What does it mean? As
you see on this picture, I have three layers of my hair. So we have the one which
is under all the hair, then the second and the third. When you create your
hair using this in mind, you enrich your TD model. Your hair will be looking
really cool and much more interesting than if it were
created just as one layer.
3. Lecture 02. General Blockout: Hello, everyone, and welcome
to my first lecture, how to create hair
in that brush. And right now before we start, I'm going to show you
the final result, the main concept, and the reference which
I choose and why. So this is the main concept which I'm going to use
for creating this hair, and this is the final result
which we are going to have. We have here the hair itself, fly waist, braids, and so
on pretty complicated hair. But if you learn how to
do this type of hair, any types of hair will
be easier for you to do. So since this is
our main concept and we don't have back view, nothing like this, we
will need to think ourselves how the back view
is going to look like. And I chose some reference. So I choose this reference as an example of how the hair is going to look
like from the back. Same as this one, how the hair is going
to look from the back. I don't plan to
make it that wavy. My hair is going to
look like something between this reference
and this reference. This is just an example
of hair in general, flyways and all the things. So right now when we
are ready to start, let's move to Z brush. Also, I want to remind you
that after the first lecture, you can watch the
full time lapse video where you will follow everything what I'm doing here in Z brush while making my
hair because right now, I'm going to show
you the principles and how we should think
when we create the hair. Here is our concept. And this is I took
one of my models. You can take any of yours or use the standard
models from Z brush, and this is how your hair should look like after
this first lecture. Nothing fancy, nothing
close to the concept, but our head is already
carved with hair. So the main thing which we
will need to do right now is to cover our head
with hair clums. The main point here that the whole head
should be covered. Later, we will add
more hair clums. But for now, we just need to make the big hair cloms
which we have on the hair. So when we look at the concept, we don't care about small
flyways about what is in here. We don't care about this one. We didn't care about this hairs, we didn't care about this
about this, about this small. So we didn't care about this. We only think about the big hair clams which
we have on the concept. And we create we
start with creating only those hair clams
which we see on the concept and the amount of hair clams which we
see on the concept. So we can say that here we have one that we have kind of second, third four, five, six, p one, seven, eight, nine, but that's
already hair bread. So we create only
big hair clams. Right now we are not very much concentrated on nice lines, so you will not get them
here at this stage. We care about the amount of hair strands which
we have on the concept, so we are trying to make same amount of
them on our model. So how to start with hair. So there are a lot
of different aches, my approach is that each hair strength
should be separate mesh. That's obligatory. Don't sculpt hair from
one mesh hair will not looking nice unless
you don't have years, years, years of experience. However, if you have years
years of experience, I don't think that you are
at this course right now. We start with creating
the first hair clamp. The easiest way to create the first hair clamp is to go to IMM brushes and select here like consort
sphere. This one. Then you need to go to any Subtool which doesn't
have subdivisions because insert mesh brushes
and will work with subdivisions and
somewhere on your hand, you just move your pen and create the first spheres
which we have here. Then we select solo
mode and we see that this is our subtol which
doesn't have subdivisions. This is our first strengths, and what we need to do
we need to separate the strengths from
our existing subtol. So we go to split, and here we have
split and masked. Or split mask, it's up to you. Next, I turn off symmetry
and I delete one of the care clowns because our
hair is not symmetrical. So right now, I've just hidden, and then we need to
delete it actually. And to delete it,
we go to geometry, modified topology, and here
we have delete hidden. Done. Next. We go to here, we should decide which hair climbs we're going
to make first. Let's start with this big
one. So what do you do? I select the snake brush, one of my favorites, and I just try to do
something like this. I don't care a lot right
now about the generalship. I only try to breath
kind of similar to what I have on concept. Of course, move your hair, clump to the head closer. And it's going to take
the move brush and try to adjust smooth
brush and smooth. Somehow, this hair
clumps which is going to be on her cheek. Next, what we should do
with this topology which we have after using snack brush after move brush, is
not looking nice. And what we should do, we
need to make that measure. So we go to that measure palette and target polygon count, we put as low as possible
and press that room mesh. Then I need to look
through my hair clam and decide if I
like the topology, I like the topology. What I'm aiming here, I'm aiming to get very
simple topology, simple and
straightforward topology, topology which goes like
this, and that's enough. I after trams, you receive the topology which
goes kind of this, or something as what
the brush likes doing. These parts here,
the things they are not good because after smoothing you will
receive here artifacts. In case you receive not
best topology here, just press that
from several times. What should I do next? Next, I'm going to use
dynamic subdivisions. You might have seen
it already here while I was making
this hair clump. I just automatically press
that because I always do it. What are we going
to do we go into dynamic subdivisions
and press dynamic. We have smooth subdivisions. By default, it's two and we need two or three,
not too fancy. Don't put here seven or more just because
it's going to be very difficult and
very heavy for your computer and we need to
have a lot of hair clamps. What is dynamic subdivisions? If you use Maya that in My
they have smooth preview. Dynamic subdivisions
are absolutely same. Technically, it's
your preview how your hair clamp is going to look like when you will
physically subdivide it. Right now, in dynamic
subdivisions, it looks like as if
it is subdivided, but it is not.
It's just preview. A doors this technique, and I use it almost everywhere
when I make my characters. Dynamic subdivisions can
be turned on and turned off here in the geometry palette under
dynamic subdivision. But if you want to do
it with shortcuts, you can press on your keyboard D and to
exit the nam subdivision, you press Shift D.
And then if I need, I can adjust this hair
clump a little bit more. Again, right now,
I don't care a lot how exactly it looks same
as it is on the concept. I just need to cover my head
with different hair clumps. What we do next to create
the second hair clump, or start with same IM brushes, MM primitives, or you
can just duplicate this hair clump and adjust
it to the second hair clamp. Duplicate this hair
clamp integral here in the subtol palette
you have duplicate or press Control Shift D on your keyboard and now you
receive another hair clump. Then using the
transposed tool Gizmo, you can rotate your hair clam, you can you can make it smaller. You can do whatever you want, and you can place
this hair clump somewhere in the different
place on your mesh. Right now, I'm thinking about
this hair clump which she has and I'm just moving it. If after moving
your hair clumps, you see that the topology
is not looking nice, you can again press
that measure and recalculate, regenerate
your topology. So the mazin which we are doing here is creating
different hair clamps. Then I want to duplicate
this one again, and I want to make this long
hair clamp, which goes here. And I can just scale my
existing hair clamp, move it. And place it where
it should be placed. According to the concept, it's a little bit
higher than your I. Approximately, I'm doing same. Later in the next lectures, which when we are going
to go back to our model, we will continue adjusting
our clamps already existing. We will be adding more, adding more accuracy, and so on. Next, I'm going to
duplicating it. And by now, for example, I want to mirror it. And mirror, you go to
deformation and press mirror. Central pivot, you move it
where it should be moved. You can rotate it,
as well as you need. And let's say, I want
to make it shutter, can do it this way, smooth and then use a flat brush to make
your tip not that long. Because for another
hair lamp, for example, I feel like I don't need and you can always go back to
your previous hair clamps, adjusting them if you need. That's how it works. In general, it's really we
create first of all, the blockout, the general ships, and then we just jump among our subtles creating
our next steps. I can duplicate it again, move it here, place
it on the head. I'm thinking about maybe
some other here clamps. One is going to be here. So I'm covering my head
with different hair clamps. Also, I don't forget about
her back, and for the back, I choose the most
straight clamp, control shaft take it out. Scale, rotate approximately
to where it should be placed and place it
on my head like this. Then move brush. When I work with blackout, I very often use a big radius of my
brush, of my move brush. That helps me to not at
artifacts because of small here. It's going to look like this, which is not nice
and I need to just make shapes at once this. For example, this
is a great example. Right now, I see that here
we have a lot of topology, here we don't have that much. Again, I go to such measure
and press such measure. And right now my topology is recalculated and looking great. I control the my hair clump. Move it here. Just it. Maybe I can rotate it. Again, here I don't care a lot about how
it's going to look like. Is it exactly correct? What we have on the concept? Right now, we are just creating the base
measures which we need. I can also duplicate this one and press mirror and I have created
another hair clump, which is going to be
placed somewhere here. Later in the next sessions, we will talk about the
different layers of hair clams. What I mean later we're
going to add here, the second layer,
something like this, maybe the middle layer, couple of hair clumps. That's going to look this way. Right now we are creating
the chiral volume. Next, I also see that
here on the concept, we have braids, and we are
going to create these braids. We are not going to use any braid brushes because none of the existing
braid brushes, which I saw on the
Internet, I like. Here, it's pretty stylized
and it's pretty big. So braid brushes
will not work here, so we're going to create them from scratch, actually,
from the sphere. But before remember
to save your project. To create braid brush, we're going to create an S to. We go to any other tool and
select the sphere. Like this. Remember to press make polyms D. That's important
without this brush is not going to work properly. And right now, what
we are going to do, we are going to create
this first one, hair clamp, second, third, fourth, one, two
here, maybe more. And we are going also
to create this big one, this big one, and maybe
one more or two more. So here we are. We take a move brush, and we try to create
kind of a hair clamp. If we need, we can
always that measured, which I'm going to do again that from measure at very
low polygon count. Right now it's five. I need much less. So here we are. Things going looking nice and
I press D on my keyboard. Smooth subdivisions, I
increase to sRme then I control ChvD duplicate
this subto and rotate it. And we create
another hair clamp. Again, even at this stage, we are making only the base. We don't care very much about
is it looking very good. Anyway later when we will place them on our character
in the next lectures, we will adjust all these things. I create another here
lump control vD, pull out and rotate it. Here we are and we adjust the way this hair clamp
should look like. And we can duplicate
it once again mirror. And place it here. Moving all the here clamps
whereas they should be. We have 12, so for, and we need something more. You can always use
some flat brush if you feel that you
need to add some volume. And we duplicate once more, Control Shift D.
This one is going to be long and it's going to
be a little bit higher. We have this Bc one, and I think this one is going to consist of not one of maybe two, Control Shift D and
can do it this way. All these things behind, as I said, they're
going to be adjusted. No use to adjusting them
a lot right now because our braids are going to
be modified and anyway, we will break what
we have already. Next, we need to eat
this stuff here, and we can insert cylinder So cylinder a little bit bigger, a little bit smaller. So we pull it here. And we put inside
the what remains after our hair
clamps. Like this. Cylinder we should move. Right. Okay. And next we are going to duplicate one
of my hair clumps again. Cause we need to make the
hair clumps which are here. So that's going to
be the first one. Maybe it's going to be this
way inflate if needed. Then control D. We can, I don't know, rotate it. You can mirror whatever you want you can
do with this one. So we move it also here hiding under the decoration in flight. Maybe maybe we need to
mash it. Boom, boom, boom. And we duplicate
it one more time because we need one
more, maybe more. Anyway, later we will
be more afraid to it. Maybe a couple of more, but right now it's
not obligatory. Very interesting
thing which I noticed during the ten years
in the industry is that at the very beginning the blockout looks
very unattractive. But the closer you
to the finish, the last let's say 10% work. When you start making
this last 10% of work, your mesh starts looking
much better immediately. Right now, we have a hair clump. And we have a break. And now we need to merge all the subtols and add our
bread to our character. So we go to March, merge down. Okay. March, march,
march, march, March. Here we are, and everything
is in dynamic subdivisions. Next, we go to our character. We press insert or append, and let's add our rate. Let's find it. Here it is. We need to make it bigger. And right now, Oh, that's wait. And right now we are
rotating our hair. Here bread and place
it somewhere here. Sanctuary rotate it this
way and we place it. Here. Again, I use the
big radius of brush. Opiate now you understand
why I told you not to spend a lot of time on
fixing all the artifacts, all these things, not nice mesh, which we had on the braid
because of the manipulations, which we do here, you will
need to fix this again. And that's okay. And next
we can control CBT and we can mirror our
braid they are here. So for this lesson, you need to continue working. You need to continue creating other clums the way
I created them here. Try to cover your head with big hair clems and
on the next lesson, we will continue from here, and I will show you
how to continue adjusting your hair and creating other
interesting things. If you still have questions or you're not sure how to do it, you're welcome to
watch the next video, which is Time laps on which
you can see everything, what I was doing in real time. See you in the next lecture.
4. Lecture 03. Second Stage: Hair Layering : Okay, welcome to
my second lecture. And in this lecture, we are going to continue
working on our blockout. And in the end of this lecture, we need to receive
something like this. So what we see here, we see the beginning of
our second layer of hair. We see that our hair strands start receiving that direction. We are going to talk
about this and we see that our front hairs, they are already closer to
what we see on the concept. So let's go back
where we finished. So this is our first blockout, and right now we are
going to already start making our clamps more closer to what we
have on the concept. But first of all, I want to
explain you how to measure your hair strength to make sure that you're
fitting the concept. So what do you usually measure? First of all, of course, I try to measure like the
silhouette of the hair, clamp how it looks
here, this one. That I apply to all
my hair strengths. Another thing which I measure, I try to see where ends
the tip of my hair. So on the concept, we see that the tip of your
hair ends somewhere here. That's why this hair
strength should be longer. I also try to measure this area. What shape do we have here
between these two clams, and my free space here, my three d character
should be also this way. I also look at this area. We ends this hair strength. It should be ending
somewhere here. I also look at this distance, what kind of distance there
is between the hair clap and the eye and this distance
where it is placed. And as well as I also look at the distance between
the other hair clams, but the thing which
I have already said. And right now, we
will start exactly which is just in our ha
clams, which we had. So let's start with
this hair clamp. Another thing which I also
want to mention is that the roots of your hair should be inserted inside of your head. That's important because
normally our roots, they grow from the hair. They grow from the head, and of course, we
need to insert them. And as I said before, this tip should be here. Another thing which I see
also from the concept that this hair clump is very
close to your eyebrow. And that's, like, another
thing which I am going to do. So I mostly always use my move
brush to adjust the hair. Also, I look at my hair from
the angles to make sure that the lines of the my hair
strands are looking nice. And I take this one. And what I see, I think it should be
a little bit lower. And what I can do
is you can take a hard polish brush and
polish it a little bit, because there are
different styles of hair. Some hairs are very chunky, but this hair, I don't
think that's very chunky. There are a lot of hairs, but in general, they
are not chunky. So I use heart not too much. I use hard polish brush
to polish my hair. And at this point, I try to adjust my hair
as much as possible. Also, at this stage, you can start eating
other hair clamps, like this and this, which are smaller, but
not those which were very sin flyaways are going to be covered
in the next lecture. And also, make sure that your hair clamps are
line one on another. If they intersect the like this, which happens right now, it will not look nice. So pull it out or polish And looking at the concept, I see that this hair
clump is maybe flying away a little bit
more another thing, if you feel like
you want to adjust all the hair clamps
altogether, for example, you want to add more
volume to all your hair, you can do it without
merging all Subtools in one. So we go to Transpose Muster
and press depose mesh. And right now, we need to wait until another tool is
going to be created. So here we are. And now
everything is in one Subtool. And right now, you just need to select all your hair clamps. Mask everything,
and now you can, for example, feel like we
need more volume here. In order not to put each here, trend separately, we
can just put it here. And then and maybe we can pull it out here
a little bit more. Then we go to the plugin
transpose master impose subtols. The main thing when you're
in this deposed mesh, don't separate ends and
don't tran name the mesh. Otherwise, you will manage
to bring all the fixes, all the adjustments to your
mesh with all the subtols. That's very important thing which you should
always remember about. Here we are. Now let's create the sher strength which
we also see on concept. We can create this
inhere strength out of this control shift D out let's moss it maybe
too much and then inflate. And let's pull it out. Again, the radius
of your brush of your move brush
should be pretty big. Right now, I'm trying to place my hair
strength and I check the silhouette from all
the angle views from side, from the front, from three quarters from
all these things. It's going to be here. Maybe I want to
place it this way. Next thing which we are
going to learn here is how to create the
second and maybe third layer of our here. Unfortunately, we don't have the concept from the back here we will need to use
only our imagination. The main thing which we should
remember that in general, our hair should have
one main direction. Let's say it goes like this. The main direction
goes this way. But each separate clump can have its own direction inside
of the main direction. What do you mean? So
what talking about sla, we can have one hair
strand going like this. Another one may be
going like this. We can have another hair
clamp which will go this way, another one can go here, so you see the
direction changes, we can have another
one going here. But in general, we see that the main direction of
the hair is like this. After that, we start thinking
about our second layer. Our second layer
can be different. You can use your imagination. But usually, we
try not to repeat. It will be not looking
nice if another one, and all the rest will
be looking like this, like they are just 100%
repeating what we have here. Usually, we try to do something like this, like this, maybe. Another one can go this way. Another one can go, another one can
go this way here. And we also might have another small third layer
which can go this way. Maybe this way, maybe this
way and something like this. This sod is not obligatory. The longer hair you are,
the long hair you have, the more layers it can have. So what we do we start with our one of a hair
clamp that mash it. Let's take hard polish brush. And let's clean it a little bit. Next, I start moving
this hair clamp, and also I remember
about the roots. Roots should be
inside of the head. And I'm thinking about
how I can adjust. Later in the next lectures, we will work also on the tips, but right now, the tips
are not important for us. Then we proceed to
our next hair clump. Again, heart polish,
and we can think about the direction of
this hair hair clump. Take the move brush. Right now, I think the tip is very thin so we can
folate it more. Op, hard polish. Move. Maybe going a little
bit this way. And let's hide for second, this one, and I can also
move this here clump here. Also, I look at
their intersection, and I try to make them not
intersecting too much, so this one can be
here placed here. Let's find that one
which we have hidden. Heavier, let's go to this one. Solo mold. That's measure. Again, hard polish. The roots and we can think about the direction
of this hair clamp. Same as previously,
I tried to see what direction and what lines I have from all the
possible views. We can take her polish
brush and clean it here. Remember that everything is
in the dynamic subdivisions. What else can it do? Can duplicate this mesh
Central Piot rotate it here. And maybe I can
pull it also here. And then this direction, maybe it's going
to be under here. Let's put it somewhere under. And we can take
snake hook brush. I'm doing this way
can inflate it, we can hurt polish. And I could like a one piece
to make a little bit wider. Theis I can just do it this way. And I can move it here. As well as I look
from here and I also try maybe to
hide this holes there and maybe I can move
this one here or I also can addre maybe another here clamp or I can
move up this one. Always I check their
intersections And again, hair usually has shape, the normal shape of hair or something like this
as shape or like this. Very rare, we see the hair which goes straight,
just straight. That happens, but
not that often, and it is definitely not the case of our character
from the concept. And let's a little
bit fix this one. And here this one
can go this way. Maybe I can even pull
it out. Intersections. Next, I want to
create an as layer. Secondly, I duplicate this one. Pull it out, make it smaller, and maybe let's mirror it. And now I'm going to place it on the head as my second layer. Again, roots. So for example, I want to place like this, move it here, I want to mesh it. Mm hmm and art polish and move. Again, I try to make
the nice lines. Nice lines are very important, especially for the hair. You can take the snake brush, maybe to pull out the space, the tip of the hair. And what I also try to do? I try to place my second layer on the intersection between
this here and this here. So intersection goes over here, and I try to also
place it this way because this is how the hair will look
even more interesting. Next, I can do whatever I want. I can maybe make it longer. I can then duplicate it, Control S D, now let's make. Mirror. Maybe let's
make it smaller. Let's inflate it, maybe
let's make it wider. Then take again move brush
roots about the roots. You can always return to a
previous one and put the roots lower and you go back
to your this one. And we are trying to
create another layer. Make these intersections polish, move, and write it here. I can again duplicate this mesh. Let's mirror it. Move it here. We can rotate it and
create another hair clamp. Goes this way. The pull this hair clamp. I want to do it this way. As you see all the time, I just repeat same actions
which were before. All the hair creation
is about first of all creating the main blockout and then adjusting the forms. Usually, it really
takes a lot of time, not ages, of course. But for me, for example, to create such a hair
takes about three days. It's not really complex, just repeating all the same
actions a couple of times. So you go from here
you see math maybe it's this one and we
need to pull it up. Maybe we need to do it this way. And let's duplicate this hair. If you don't know what
to do with your hair or as in my situation, we don't have a nice back
view on the concept. What I usually do I go to
art station and I look for reference because reference can save almost any situation. So yeah, art station
helps a lot here. Make this one longer because
this one and this one, they were looking almost same. So I'm just trying to
break the symmetry and working on the
hair this way. And here it looks like we
like one more hair strength. So we can duplicate this one. We can mirror it. We can move it, we can rotate it and we can make it shorter, that from mesh infolate and
I would maybe hide this one here or make it go like this and also do
the sins or polish, move, move out, move inside. Next, our pads. Here we are we go
back to our braids. Let's parateObd They
are not symmetrical, turn of the symmetry and split in as sbt and
split split hidden. Actually have this one. We can also split
this split hidden. And right now I want
to merge this one, brush shift this arrow and take this one, shift and arrow. And right now, I can merge them when we go to
merge, merge down. And very carefully with the big radios of
your move brush, we are adjusting
our Here breads. This one is also separate. First of all, merge
down, merge down. On what eggs Cam
on split hidden. And I pull the things here and very carefully
can adjust it here. So like this, And then we have our next bread. Let's merge it
with a small tail, merge down and
emphasis pace also. And now we need to rotate it because
it's not symmetrical. Look at our concept.
You can use Gizmo. I use geosco because I learned that brush
we were dinosaurs, and I learned how
to use gyroscope, and right now for me,
it's very convenient. So what we see, we see that our brad
should go here and maybe the sport I rotate
a little bit here and a little bit like this and a little bit this way. So the main goal of
this lecture is to adjust your hair closer
to what we see on the concept is partially
from the front to you and to create the second and maybe shoot layer
of your hair from the back and to
adjust the direction, the flow of your rate. Next lecture, we will
continue refining the hair and we will talk about
fireways, how to create them? Why do we need them,
how to add them, how understand the thickness of these flyaways to
make them look nice and we'll also work
more carefully on the separate braids.
5. Lecture 04. Flyaways and Blockout Finalization : Hello, everyone at
our third lecture. And at this lecture, we are going to
adjust our braids, the tips of our braids, and also we will make flyaways. So we need to get
from here to here. So first of all, let's talk
about what is flyways. Fly was is very sin
here strengths, which are really very sin, and which are flying
from our main here. You can see a lot of them. They are not usually pretty
drawn on our concept, but even from the
concept, we can get them. So we see here, here, here, we have one small here. We have one here. We can maybe have one here
and so one so these are small tiny hairs which always
add mood to a character. Without these flyaways, your character is losing
kind of its mood, and the mood of our girl makes
us to make these flyaways. So let's go to our character. And first of all, let's
work on our breeds. And right now, I'm going to
adjust them more carefully. So I ask the area and again, using my move brush, I'm trying to adjust each
and separate hair strength. I go from one bright strand and know how to say
from each part, and I'm trying to adjust
it as much as possible. Usually, I almost always
do it with my move brush. You can also use a plate
brush, maybe move topological. But I prefer just move brush. It's one of my favorite
brushes in that brush. And what's here. Again, this one, make it
look a little bit this way, and then I can put it also here. Also, we work with. This has strength
and with this one, everywhere we need to
have volume and we need to have nice lines. I feel like I want to
go back to this one, maybe to just a
little bit also here. This is how we adjust our
bright transcnect here. Then this one, move it here, word move that here, each just for work. When we are talking about the
sails which are flying from my bright first we are
adjusting the main form. And then we will try to get
some interesting parts to it. First adjusting the form. Next. I duplicate the sub tool, control shift team, separate
this one and the lid hidden. And we are pulling
out another one. And I want to place it somewhere here and a interesting sign. I'm going to pull it out. It's kind of way, but not actual flyaway bits because it's going
to be pretty sick. Lawys we will also eat. But right now, we're still
working on the silhouette. I'm trying to make the steel
looking not like this. Like maybe in reality,
you all have such hair, but I'm trying to
make the silhouette which is looking kind of this. Maybe here, we
will add one more. I can do it this way and we get back to here,
again, control ST, the lid hidden, without.This one maybe can even do it
a little bit this way. Just everything
from all the views. Maybe from this one is going to be better
looking this way. I can always go back
to my other words. Also adjust them. I would add one
more Control Chi D, delete hidden, smooth, loud. And I would also put it here to hide the separation of
my the sterig ones. Smooth smooth. Then let's go again here and
I can add a couple of Wiwas. Again, go here, Control Shift D, select the lead hidden, pull out smooth we are right
now making very, very tiny. I would like to place
this tiny flyway here. And doing this way. It's very important hide the roots and maybe we can add one more
flyby from this one, control Civ D,
Sala mode, smooth, loud, and we can place it here. Like this and it feels like
we like one more here. Control should D, select the late hidden, smooth, pull out. Again, let's make
it very smooth. And we can place this one here. Maybe this one we
can make it longer. This is how we can
work with tips of our hairs and let's now proceed to our flyways
and our main hairstyle. I want to make a couple
flyways here and I can con duplicate
this one solom mot, the lid hidden and smooth. This is actually everything what we are going
to do right now. But these flyaways
should be releasing. And this one maybe I want to stand away a little
bit from the main hair. Here then. I also want to add
the flyaway here. Let's duplicate this one, Control Shift moves, and we can move this
one small here. If you feel like it is too thin, you can use the flight. Smooth once again. Another flyaway we can
create out of this one. Control Ship D, Solem what? Smooth. Pull out. Move. Don't forget
about the roots. If you need to make measure,
you're welcome to do it. So this one can be here. Maybe a little bit
closer to the head, not flying that much away. We can generate another
one from this one. Croll shift D, som smooth. Pull out. Roots. A reminder if you want to watch the full process
without my explanation, without want maybe to
understand the full process to see if I'm as if I'm sitting and working
right with you here, you can watch the time
lapse because I have time lapses or all
of the lectures. Here we are. And we can make a
flyaway out of this one. Control sham Solomot and smooth. These flyaways we can
actually even make more interesting
and do it this way. Like this. Maybe here
closer to the main one. This one can be pulled out. Where else we can
place flyaways. Maybe can duplicate
this one and smooth and pull out Oh, yeah. In the next lecture, I will show you how
to detail your hair. And also, I will
show you how to make the paint of your hair
here in that brush. Here. This is it
for this lecture. Hope it was interesting
for you and useful. I will see you in
the next lecture.
6. Lecture 05. Final Detailing and Polypaint: Hello, everyone, and welcome
to our last lecture. At this lecture, we are going to detail our hair and
to make poly paint. We need to go from this
hair to this hair. Let's look what we have. Our hair is going
to be detailed like this and we're also going
to make sharp tips. Here, the tips are
not sharp as you see, but here the tips are already sharp and we are going
to detail our hair. Very important thing
about detailing the hair. Hair doesn't need
detailing too much. It doesn't need to be detailed
as if it is real hair, a lot of a lot of a lot of details like this
we are not doing. For us, it enough to
make just a couple of strokes to make the
hair looking finished. And also in the end, I will show you
how to make polyp. So here we are what the first
thing which we need to do we need to merge all our
big hair into one mesh. That would be easier for you to work and to control
and for a future topo. The flyaways we
are not detailing, so we need to merge into
one only our big meshes. So what I'm doing I find all my big meshes and I go to merge
and merge down. If you need to move
to the bottom, you press shift and press this arrow and can march
down, march down. A here we are. So we are ready. The next thing which we
need to do is to convert our dynamic subdivisions
into physical subdivisions. I go to dynamic subdivisions
and press Apply. Right now, you can see that we have our real subdivisions, and I would press
Control D one more time. Next what we should do, I will show you how to
make your tips sharp. So we take the brush. We go to brush, and we go to curve and
we turn on Ac curve. And then we are
pulling out our tip. How does it work this function
ac curve look. You see? I'm pulling the tip. I'm pulling just a couple of polygons. If you at another ac curve, it goes this way.
This is a difference. To make our tip sharp, I always use function ac curve. And you repeat it with
all your hair strengths. When you are done, we can
proceed to detailing our hair. And we start, I usually start with the most obvious one usually
from the front. I select one of the
let's make auto groups. I select one of
my hair strength. I take them standard brush, turn on lazy mouse. Lazy mouse is by the
faults turned here, and we go to lazy mouse and
lazy radios, we put to 30. And you need to do
a couple of things. You need to make one stroke
like this and then with, you make another stroke. We can divide one
more time, like this. And you can take again this one and you can
make another steak, moving from here and
remember to smooth. Then we take another one. Remember about the tip here, and it was old and smooth. If your hair strength
is too long, you can add one more here. D. Then we go to the
next hair strength, and we do same here. Don't make it toilon. When I say Toulon,
don't make it going through the hole mesh like
this. It's not looking nice. Start from the tip and then
from here, do it like this. If you have such
thing happened here, you can just use your move brush and fix
the small artifact, or you can take also
a art polish brush. And get rid of this artifact. Also, I can take a plate brush
and little bitwenflt ds. That happens very often when
you are detailing the hair. But all the things, they are okay and they
are pretty unavoidable. Done. Next, let's try to make it on a lawn on the lawn
hair strength, so we take this one. I take the dm standard brush and like this and
smooth Very important. Remember to smooth. And then you start check where
we see this hair strength. Okay. We can take
another one and smooth. Like this. If it
is a tube strand, we can even make
it like this here. Let's do it on another big
hair strength. I smooth. This utilization is absolutely
enough for our needs. Also you can turn on
the back face mask. Back face mask we
can find in brush, autumnskin and backface masking in or not to influence this
part of your hair strength. In sms. And with this strength, I would go also to top and sms. And the hair is
looking very nice. Important thing when you
are the tail in the hair, take the size of the brush, not very big, not very small. So it should be kind of death. When you take it very small, you're not getting the results
which you need, you see? When you take it too big, it will just not work
properly, right? So try to try to take
something average. Smooth. Smooth. And from here, So this is how we
detailing the hair. You just need to go through all the meshes on your hair
and to detail them like this. Next, we need to make
the poly pint of our hair and how
we should do it. First of all, we need
to select the color. Here we turn off the brush. Let's select the color. Let's do it this way. Take the paint brush. Check that here you have RGB, and then you go to
color and feel object. Feel object for all your
other meshes which was hair. Done. And after that, you select
a color a little bit more saturated and move this color a little bit to the left or to the right here
in the spector. And also, I reduce the RGB
intensity a little bit. Then I take big radios of my brush and I
paint painted here. Say I do this here's and with this he's and of course, remember about your flyaways. If you feel that here,
for example, two, you painted too much, just select the color which
you had in the beginning. Let's tick this one, press C on your keyboard
and take this color, and you can clean it this way. If you're not happy
with what we have, we can go to poly paint. We can adjust colors, and here we have adjust colors. And we can work
reduce RGB intensity. Here we can reduce the RGB contrast,
reduce the saturation, maybe, and press
Okay. Here we are. So this is how your
hair can be painted, can be detailed, it can be done. Hope you like the scurse and I will see you
in my next course.