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Bartosz Styperek
เข้าร่วมเมื่อ 6 ก.ย. 2011
Fast manual retopology with power of LMButton + DrawXray
Update to DrawXray - Blender add-on for retopology.
Correction:
10:13 harder
Correction:
10:13 harder
มุมมอง: 3 328
วีดีโอ
Hair Tool 4 Introduction video
มุมมอง 7K2 หลายเดือนก่อน
Bit longer video showing how Hair Tool (blender add-on) works, how to use it. Add-on link bartoszstyperek.gumroad.com/l/hairtool/ 0:00 Intro 1:23 Hair System Overview 10:20 Hair System Types 10:27 HS: Strand Generator 15:59 HS: Strand Filter 18:05 HS: Strands from Grid Guide 23:54 HS: Interpolated Strands 25:35 Track to Mesh 30:36 Input Masks 36:00 Defining UVs 39:43 Copying Hair or Profile 42:...
Making curly hair - for beginner.
มุมมอง 1.8K2 หลายเดือนก่อน
Making curly hair in Blender and Hair Tool 4.1.1 addon. Add-on link bartoszstyperek.gumroad.com/l/hairtool/ 00:00 Intro 00:07 Preparing Scalp 00:50 Adding Hair Cards 01:57 Making Hair uniform 03:45 Mirror Deformer 05:45 Baking strands into 'real' geometry 06:35 Hair Grooming and Modeling 09:04 Adding denser child strands 11:11 Editing UVs 13:12 Attaching Curls Profile 13:34 More Modeling 16:00 ...
DrawXray new - quad strips wrapping demo
มุมมอง 1.3K2 หลายเดือนก่อน
bartoszstyperek.gumroad.com/l/draw_xray
DrawXray wrapping limbs function
มุมมอง 1.5K3 หลายเดือนก่อน
bartoszstyperek.gumroad.com/l/draw_xray You will need version with snapping ($) to get the new wrap functionality.
Animate your haircards and sprinkle some physics on top
มุมมอง 1.2K3 หลายเดือนก่อน
In this video I show how to force hair to follow mesh deformations, and then add some physics effect on top, with faked wind effect.
Retopo in Blender with one tool to rule them all.
มุมมอง 4.2K3 หลายเดือนก่อน
In this update to DrawXray (version with snapping) I show the new quad draw feature. bartoszstyperek.gumroad.com/l/draw_xray
Hair Tool 4 update - what is new
มุมมอง 5K3 หลายเดือนก่อน
Hair Tool finally supports multiple profile objects/types for each hair system. And lots of other features - improvements. 00:00 Introduction 00:18 New UI HSystem indentation 01:02 Improved 'Curve From Grid' 03:32 New Interpolated Strands Hair System Type 05:25 Multi Mesh Profile 08:08 Generating Mesh Profile cards from UVs 10:34 Multi Curve Profile 12:36 Hair Physics 13:09 Modeling with Symmetry
Blobs plus power of the rainbow
มุมมอง 1.1K5 หลายเดือนก่อน
In this Blob Fusion 1.6.3 update I show the new colorization feature for Blobs (Signed Distance Fields primitives). Seems easy but implementing it was pain (lots of corner cases, and I had to update all modeling operators in BFusion) Blob Fusion Blender ad-don bartoszstyperek.gumroad.com/l/blob_fusion
Blob Fusion - more blobs and character time-lapse.
มุมมอง 3.2K5 หลายเดือนก่อน
This is update for Blender 4.2 only. Add-on was converted to extension, and new features were added like: - faster blobs generation - new blobs primitives - new Rip operator - new presets in Library, Grab it on Gumroad - bartoszstyperek.gumroad.com/l/blob_fusion 00:00 New Primitives and Rip in BFusion 01:13 How to update into Extension 02:14 Breakdown of blob character 04:30 Character Timelapse
Materials, Stitches, Zippers and more - Garment Tool update
มุมมอง 2.4K6 หลายเดือนก่อน
Garment Tool 2.1 update introduces new stitches, zippers generator, and bunch of material presets. bartoszstyperek.gumroad.com/l/GarmentTool
Jiggle overdose, collisions, loops and stuff
มุมมอง 7517 หลายเดือนก่อน
In video above I show you how to make cyclic jiggle animations, and new capsule collisions. bartoszstyperek.gumroad.com/l/wobbly_wiggler New 'Make It Loop' operator will match action beginning with ending, by blending theirs: position, angle, velocity and angular velocity (similar technique was used in Gears of Wars for animation blending).
Floppy hands - Wobbly Wiggler update 2.0
มุมมอง 3.4K8 หลายเดือนก่อน
Video showing whats new in another free update to Wobbly Wiggler addon: bartoszstyperek.gumroad.com/l/wobbly_wiggler I was basically remade from scratch - to get more realistic jiggle look.
What if ZSpheres and SDFields had a baby? Blob Fusion update 1.5
มุมมอง 4.5K10 หลายเดือนก่อน
bartoszstyperek.gumroad.com/l/blob_fusion In latest update to Blob Fusion : - Faster Blobs calculations in Blender 4.0 and above, - Automatic Blob Domain Resize, - Added Blobs Library, - Added 'Move To Index' - to reorder blobs, - Added gizmos for manual blobs domain resizing and locking faces, - Bugfixes
Garment Tool 2.0
มุมมอง 15K11 หลายเดือนก่อน
What is new in Garment Tool 2.0 - Bender addon for sewing patterns creation. bartoszstyperek.gumroad.com/l/GarmentTool
Blender retopo is boring. But at least u can do it bit faster now.
มุมมอง 6Kปีที่แล้ว
Blender retopo is boring. But at least u can do it bit faster now.
Grouping objects in blender, with modifiers - GroupPro addon update 2.3
มุมมอง 1.2Kปีที่แล้ว
Grouping objects in blender, with modifiers - GroupPro addon update 2.3
Do not comb your hair. Sculpt it. Track To Mesh deformer, for lazy people.
มุมมอง 8Kปีที่แล้ว
Do not comb your hair. Sculpt it. Track To Mesh deformer, for lazy people.
Curves from Grid modeling technique in Hair Tool 3.0. Second best modeling technique
มุมมอง 11Kปีที่แล้ว
Curves from Grid modeling technique in Hair Tool 3.0. Second best modeling technique
Hair Tool All Deformers explained. Make any possible hairstyle the hard way.
มุมมอง 9Kปีที่แล้ว
Hair Tool All Deformers explained. Make any possible hairstyle the hard way.
Customize the hair look with Input masks in Hair Tool 3 (new version)
มุมมอง 1.6Kปีที่แล้ว
Customize the hair look with Input masks in Hair Tool 3 (new version)
Overview of Hair System in Hair Tool. Demo of hairstyle with split
มุมมอง 14Kปีที่แล้ว
Overview of Hair System in Hair Tool. Demo of hairstyle with split
Creating Hair in Blender without grooming.
มุมมอง 13Kปีที่แล้ว
Creating Hair in Blender without grooming.
Easy short hair for games using layered shells technique in Blender.
มุมมอง 12Kปีที่แล้ว
Easy short hair for games using layered shells technique in Blender.
it will be nice if u'll include a tweak vertex to adjust on the fly
Hi ! Nice addon ! Have you implemented a shortcut to tweak the vertices without exiting the draw poly mode ? Each time I draw the polygons and if I want to move a vertex, I have to go back to "tweak/w" mode.
nope sorry. I still do not get it - I did not have to quit any poly draw when modeling in video above. Just Left click > Drag and release (to make strip) , then just move the verts. If I remember correctly u had issue - that switching to vert mode took too long?
@@bartoszstyperek6306 This must be a misunderstanding of how the plugins work on my part, but I do ➡“Left click > Drag and release (to make strip)” but when I press left click again to move the vertex, it draws the poly again.
@@laurentlabede well, yes. For moving verts - there is G key right? LMB alone never moved verts for me (only after G key). Or maybe you are on industry compatible keymap, where stuff works differently?
@@bartoszstyperek6306 Ok, thx ! I usualy use "w/tweak", but "G"and "R" work too.
I need an update on this I just purchased it today and I think this tutorial is out of date because everything can changed layout etc I’m so confused
This video is old (I think it for Hair TOol 3). The new playlist is here th-cam.com/video/3ATRZ-ox5s8/w-d-xo.html . Latest docs: joseconseco.github.io/HairTool_3_Documentation/#quick-start . Some of older videos are still ok - like this one: th-cam.com/video/bWt8F7yq8Z0/w-d-xo.html (not that much changed yet) . In general the older the video is, the more outdated it will be, but they still have good knowledge
@ yeah is is quite old. I think for a lot of people it can be quite difficult to follow at times because you know all the technical side of things since you made it, where as quite a good amount of people struggle to understand what each thing goes because it’s so technical. I think for the casual user using what’s familiar with them already that being ‘empty hair’ is much easier to follow and achieve the result you need as you are manually controlling the style of hair you want yourself. I think the software it excellent, but definitely a trail and error to figure out what this button does and what that button does. As a TH-cam myself it would actually be quite rewarding financially for you as well to do step by step tutorials as that’s a little extra bit of income for you, that or you can find someone who would be really good at representing your product. I know for myself I’ve been watching Dorothy Jean Thompson’s video - but again, they’re probably outdated. I think it would be really cool for you to do a series on different hair styles and how to achieve them using your software and use movie actors/actresses as reference points.
Man, that plugin just makes me crazy!!! It is good, but it is so f*** non stable! I have been using it it on regular basis dor quite a long and sometimes it just ruins hours of hard work! Because all of the sudden it just messes arround with the pivot poits f subgroups. No reasone for that but it just all out of the blue. This is the worst thing about it, it cannot be trusted because it really offten messes with pivot points (group origins). And please, make that closing the group doesnt exit my local view! It is so annoying setting it back after every group edit.
Did youi have any problems before blender 4.2? There is bug in blender 4.2+ that I can't fix, that makes it so that if you save blend file with edited group, and then load this file again - the edited group, on close, will get wrong transformation. If you have issue with something else. Just post bug and example blend file on discord: discord.gg/cxZDbqH and I will fix it. Will see about improving local view.
@@bartoszstyperek6306 I worked only a couple of days in Blender 4.1 and then updated to 4.2, and not going to downgrade. I don't have that issue on the file re-opening in 4.2. But sometimes the group origin points get messed up without any reason. I can create a group, another one. Then open the first group and it shifts the origin point somewhere, so the bounding box gizmo goes crazy. Need to undo it, sometimes dissolve and create again, sometimes set origins of the objects within group to its centers again, sometimes set the origins of the group differently. I've been using it with Blender 4.2 for almost 6 months, and it happens quite often. But there is no issue you described. And please, get it straightened out with the local view exit all the time.
Btw, it has the issues with the curve objects quite often, sometimes with empties. So when I create a group, I tend to convert curved objects to meshes. And always set the origin poits to object centers
Thank you for the update with the issues fix. I will work with it to see if everything works as needed. The group matrix (gizmo) fix is really needed, I hope it will work. I see now that the previously made groups with wrong gizmo (shifted wrongly upwards, not bounding box) now when I edit it shift the whole group to the correct bounding box gizmo, which is not quite right. It should move the gizmo to the objects, not the objects to the gizmo. I hope with the newly created groups there will be no such issue. A special thank for the local view fix. That was a pain in the neck) Now it is great! The plugin for me is an absolute MUST since I work with big assemblies, and grouping them to the empty, and then looking for that empty among other is cumbersome.
What is the blender theme you are using?
Its my custom made theme. See www.dropbox.com/scl/fi/rukdjgue8doalk16ykk05/BSGray_04.xml?rlkey=mfg5m31sjelxup056tk7u45at&st=5way7f3q&dl=0
Hello ! Amazing update ! Thanks ! Was wondering watching this video, I purchased your add on and love it would you mind sharing also your blender interface setup? I feel it perfect in terms of contrast : the work to do versus the tools on the workshop ;))) cheers ! Have a wonderful day !
I'm glad you like it. Lots of people ask for it - here it is www.dropbox.com/scl/fi/rukdjgue8doalk16ykk05/BSGray_04.xml?rlkey=mfg5m31sjelxup056tk7u45at&st=5way7f3q&dl=0 (its custom made)
@ hoooo ! Fantastique !!! Thank you very kindly much !!! ;))
I want to buy your product but can't pay with my bank account on gumroad. Do you also sell it on other platforms too or plan to do so? One that accepts Paypal ?
only gumroad. I would recommend switching from paypal - less and less platforms are supporting it - due to high fees, and they often block you account for no reason.
Excelente update, The addon is amazing. Please continue the development. Thanks for the effort to improve the workflow of retopoly in Blender. 🤗👏
How does this compare to Maya's quad draw? I've never used Maya but I always see this feature brought up.
I have no idea about maya quad draw. does it have the welding feature?
can you make a full tutorial to create long hair style for girl from zero till finish using this addons ? i'm very new at blender i just found this video because i want to create a hair for my character and already purchased this addons but still a bit confuse
ok, I will look into it. I do not like making videos, and prefer to code. But I got quite a bit of requests for longer hair video tut.
@bartoszstyperek6306 Thank you I looking forward for it
what's the difference between this addon and the built in "snap target for indiviual element"?
- drawXray snapping reduces volume loss due to object curvature not being taken into account in blender snapping. -It also can compensate volume loss due to subdiv mod (see this video: th-cam.com/video/tLi3UMlDVfc/w-d-xo.html ) . - It xray overlay allows you to see which parts of your lowpoly mesh are above/below highpoly (unlike blender retopo overlay). Plus it can be used in object, sculpt, edit modes. - Plus it works with blender knife, loop tool, etc (blender snapping wont snap geo produced by these operators - unless u move resulting geo with grab). - And now drawXray addon has retopo workspace tool, that I always wanted: simple (mostly just LMB do draw strips, wrap joints, extrude multiple edges + MMB scroll to adjust the segments). And since it works well with blender modeling tools -> no need to learn custom made knife, loop cut etc. like u have in other addons ( I wanted to use blender knife, loop cut, poke etc.)
Amazing as always! Getting more awesome everytime!
Bro reinvented the haircard workflow, now he's going after retopo
I love using draw x-ray, especially with F2 tools. I tried other retopo tools but draw x-ray is my favorite!
Amazing update! Thanks A LOT 😉
I love and use this addon a lot! This videos help a lot to get the full usage our of them Thanks
Weird thing is happening where after selecting strands from grid surface, the surface emitter is still solid instead of a wireframe. And changing it in the properties panel makes the surface and hair cards wirefram instead of just the surface. Please help 🙏
Here is timestamp of older video -about 'curves from grid' where I show where to change the wire drawing mode to solid (or in reverse) - th-cam.com/video/Rp7yGbxm7HI/w-d-xo.html . If you add 'curves from grid' using ctrl+shift+H menu - then it should automatically do it for you (set object to wire mode). Also, just in case, if your object is till attached to soure mesh surface - you may need to separate it using: joseconseco.github.io/HairTool_3_Documentation/main_workflows/hair_system/#transfer-hair-system ( Ctrl+Shift+H > Transfer Hair System > To empty curve)
@@bartoszstyperek6306 Weird, because I never needed to use that hotkey before to get that result but oh well. Also that hotkey seems to only work in blender 4.1 for me. For some reason, addon specific hotkeys don't seem to work (or at least for me) past version 4.1. I had the same problem with the hard ops addon too
@@QuesoGr7 about hotkeys, yes sometimes ( like once a month / two months) blender will disable some hotkeys for no reason. The fix is : go to HTool addon preferences >>> hotkeys tab, and reset them in there (the very first - should be the one for Ctrl+shift+H > pie menu)
Very cool addon! Can this be used for animal fur?
Yes, it was used in latest Stalker game by one of the artist. There are multiple way to do animal fur - one is this method (not shown in video above): joseconseco.github.io/HairTool_3_Documentation/main_workflows/short_hair/
@@bartoszstyperek6306 sweet! thanks lots for your work!
Is there any way to deal with super long hair or tails? Now using generate curves from grid surface just lead to stretching. So is it doing right to repeat UV in Y axis and if so how can I do that with in the addon available operation? Or just cut the long tails to pieces( that looks not good lol)
there is no option to tile the profile mesh, but... any mesh can be used as profile (see joseconseco.github.io/HairTool_3_Documentation/hair_profiles/#mesh-profile ), So you could generate somehow tileable mesh (with some other geo nodes addon/ setup) . and use It as input mesh for 'Multi Mesh' profile. I assume u would use custom root and tip tile, and then repeat the 'center' part. If u made multiple meshes like that - u could use them all, in HTool 'multi mesh profile' - and mask them - for example: to use longer mesh, on longer strands. The hardest part would be , to get goe-nodes setup for making - zipper like meshes, but for hair-card. I could share my setup from another addon if u cant find it on google.
@@bartoszstyperek6306 Thank you so much for really detailed replying! And I would be appreciate if you can share that setup
@@bartoszstyperek6306 Suprisingly found that default hair texture has already looked good on knee-touching hair with Strands from Grid Surface function.Just add a bit more subdiv steps.Thank you for this so convenient addon!
@@toadest6615 Yes, I never saw anyone doing any tiling mesh magic. So I guess you do not need the tiling geo-nodes setup? If you still want it then pls, join discord discord.gg/cxZDbqH , and ask me for it there.
@@bartoszstyperek6306 Joined. Thank you
How do you constraint the strands to appear only in a weight painted mask on the scalp, like you can do with normal Blender particles? Edit: Shell hair > hair system > deformers > Choose Strands Generator > drop-down menu next to the Mask slider and choose Vertex Group (no idea what the difference with vertex group and the other "From Object" is), then just choose your vertex group and it'll work like in the default Blender particle settings.
Another problem is that how do you get the hair cards to align against for example the curvature of round surface of the scalp emitter, so that hair cards for example at 45 and 90 degree angles won't be pointing side-first against the sky
about making particle spawn position: in strand generator > density > use 'Vertex Group' input mask ( joseconseco.github.io/HairTool_3_Documentation/main_workflows/hair_system/#vertex-grouptexture) . Ah u figured it out. About 'from object' - it will allow you to sample weighs from different object (and not only source mesh surface)
see this part of video: th-cam.com/video/3ATRZ-ox5s8/w-d-xo.html
can i ask where the vert color in new update version ?
When you select short hair object (not the guide - box!) , then in 'short hair' panel you should see: Sampling section. In there you can pick : which object to sample and do you want to sample: color or uvs.
@ i want to vertext paint for dog fur
I dont know why, but i cant go back to Main Scene when baking the textures.
I'm not sure, but if I remember correctly I did some fix for moving between bake scene and main scene. Can you update addon, using built-in auto-updater , and see if that fixed your issue? If not then it would be best if u could ask for support on discord.
It would be nice if the DEFAULT library models worked correctly. The left arm on the basic jacket closes in the wrong direction, and your video does not even explain how to fix such an issue..... Ive wasted more time trying to get this to work, than most of my modelling. I should just sculpt the damn thing...
Is there a way to reduce black clippings on render outputs? So far most hair look weird on render previews. They only look fine in material viewport.
for cycles you may need to bump up transparent / translucent ray depth count (in cycles ray settings)
Bartosz all your addons and tools are simply amazing!
Glad you like them! There will be new update drawXray repopo brush soon (I added new ability to paint/extrude multiple edges at once)
@@bartoszstyperek6306 Amazing thanks!! Looking forward to it, would you post it when it is available´?
Is it possible to bake this hair cards physics simulation to use in game engines like Godot? Or did you design this tool for animating only inside Blender? Just asking because I’ve always seem Hair Tools as more of a game oriented tool for character hair and fur.
I did quick test - simple physics + procedural strands, and exported to abc file. Then imported back to blender and hair curves were there with animation playing from 'MeshSequenceCache' modifier. I'm not sure how well it would work if used in UE or Grodot. I added physics users were aking for it, but I would imagine - better way would be to add bones, or cloth sim - directly in game.
thank you again
thank you bartosz
Great work! Thank you! Any chance you could do a more in depth tutorial on how to make the first hair example in the "Global Time" section of the video? Maybe throw in how to do fringes as well? Thank you so much!!!
I will see. I wanted to make short video about each preset from Htool hair presets from library. But there is always something else to do... Global time thing - is not that hard to use - it helps to synchronize close strands, so that their curls bumps are in similar spot. It is best to just toggle it and see if your hair looks better with it :D
@@bartoszstyperek6306 I understand. Thank you! Great work!
great
This is really good, but I can't help but feel a little overwelmed with so many options and informartions. I bought the addon friday but I feel a little lost. Is there a simple short tutorial that is updated? Or a .PDF? Can be from someone else as it uses a simple and single method to make hair.
The addon is indeed bit complicated due mostly focusing on haircards (some other hair addons do curves + mesh without texture, so they do not handle uvs, bone generation, jiggle, and other stuff). Best quick start is here - joseconseco.github.io/HairTool_3_Documentation/#quick-start . Also this video is quite bit shorter - th-cam.com/video/M22m0WLylbU/w-d-xo.html&lc=UgzDDSFJWBe9l2mY2RN4AaABAg , but it only focuses on how to make specific single hairstyle.
@bartoszstyperek6306 Very kind of you. Thank you for all the videos! Bought Garnment Tool as well! Congratulations on the addons
Can u create a full tutorial using curves from grid? a long hairstyle from start to finish please? Maybe with 4 layers? I would love to start using the new version. 😊
well, the old video about curves from grid is kind of ok, but few things are simpler now. I will see about making new shorter vid. Not sure why 4 layes though? usually i would create : base + soft top + (maybe optional flyaways) . I hope u will make and share new hair soon ; )
@bartoszstyperek6306 for character creator i personally do 4 or more layers. Just my workflow 😀
Hej kierowniku kope lat :D aż się łezka kręci ze zwruszenia w oku (kakowym aka Kapitan bomba Tytus), lata lecą, a addon się rozwija , gratuluje ! Mój pierwszy addon do Blendka <3 i w końcu zacznę go używać :D :) naprawdę świetna robota, tylko trochę tutków przerobić bo widzę opcji masz bezlik w swoim addonie. pozdrowienia serdeczne i dzięki super sprawa ten addon ! Tak trzymaj !!! Pochwalę się niebawem efektami ! 👍👍👍
to juz będzie ponad 8 lat od kiedy pierwszą wersję wydałem ;) . mało on ma teraz wspólnego z originalem - wiekszość rzeczy jest na geo nodach teraz...
I wish there were more options of payments methods, this tool looks great
hi there, I am trying to get this but the Black Friday code is not working , has it expired?
im wonder that how to export the ressult to unreal cause texture was not correct in ue
About shell hair - one of HTool users make unreal engine for that kind of hair. You can check it out here joseconseco.github.io/HairTool_3_Documentation/main_workflows/shell_hair/#unreal-engine-shell-shader
how do you rig this
After converting to mesh (or finalize) joseconseco.github.io/HairTool_3_Documentation/convert_hair/#convert-hair-to-mesh , you can sample weights from your character body with: joseconseco.github.io/HairTool_3_Documentation/mesh_ribbons_ops/#sample-weights-from-target - from Ctrl+shift+H pie menu > Sample weights (target object for sampilng has to be set). Also pay attention to 'sample weights' operator property 'Sample Method' - it is same as in Sample vert Color - joseconseco.github.io/HairTool_3_Documentation/mesh_ribbons_ops/#sample-uv-from-target
I love this addon! But due to some performance issues I am having in blender 4.x, I needed to downgrade to blender 3.6, but I cannot find any of the older versions of this addon. Would it be possible to gain access to older versions? I am unsure how to contact you about this, so I've written this comment. <3
EDIT. my bad, I thought it was about Hair Tool. I will add older version of DrawXray that supported blender 3.6 to gumroad download list. I assume its about version with snapping? - just note: older DrawXray - did not support new Quad Drawing feature (it only had custom snap engine back then at B 3.6 time)
and I just uploaded old DrawXray to gumroad (again, - go to your producs > DrawXray and u shoudl see older draw xray 3.8 there
Nothing happend when entering hair modeling mode by sidebar.Wonder how
Do you have hair object selected? Does it have any 'real' hair strands? See: joseconseco.github.io/HairTool_3_Documentation/main_workflows/hair_system/#bake . Also make sure you have your 3d viewport gizmos enabled: docs.blender.org/manual/en/latest/editors/3dview/display/gizmo.html
can you import hair baking scene from another .blend file instead of default scene?
I think using : File > Append > Your Blend file > Scene, should work. But at that point, u could just bake texutres directly in 'Your Blend' file, and then load baked texture to your character file. The issue with the File append is that, HTool version is cleaning up some doubled geo-nodes setups that may happen on append. And if u just use manual append - this cleanup wont happen, so thing may break. Hence I would just bake texture in separate file..
When choosing the guide mesh and go in edit mode, i can't manipulate anything because nothing's getting selected, everything's that guide mesh about are disappear. Wonder why is this happening!
I was following the tutorial when it happend at 8:49
Are you sure you selected the guide mesh? The proceduraly generated strands cannot be edited since they are not 'real' - see joseconseco.github.io/HairTool_3_Documentation/main_workflows/hair_system/#bake
Thank you so much Bartosz
Is it possible to change the width type? Make a selection as in the standard bevel modifier. For example make the type offset or depth
nope sorry.
When I bake the eyelashes I'm just getting a black square, any idea what I'm doing wrong?
I followed the eyebrow tutorial first and was successful, I'm wondering if the two hair systems are somehow clashing disabling my ability to bake the lashes??
when you go into rendered view - and enable opacity pass, can you see the eyelashes for baking? Also in latest HTool 4.1 - you have to have your baked object in HTOol bake collection. see > th-cam.com/video/3ATRZ-ox5s8/w-d-xo.html
@@bartoszstyperek6306 yes the eyelashes were visible in the rendered viewport. I remade my project with only eyelashes in the project and the baking worked better, that is I am picking up data. However now I can't get my opacity mask as crisp as yours mine comes out grey and thus halfway transparent as an alpha, I have to take the file into Photoshop, unpack the channels and increase the contrast to get actual white to work as the opacity mask. Any idea what has changed in Blender 4.3 that might cause this discrepancy?
Хай тю-дэй вйй тол-кен эбаут хайр стайл энд сетап сексцион
TH-cam auto played me this, but im a blender user, what tool is this? looks interesting, does any one have a link so i can take a look?
its Hair Tool blender addon bartoszstyperek.gumroad.com/l/hairtool/
@@bartoszstyperek6306 I sent the video to a friend and he sent me the link i purchased it last night, going to give it a try today.
Thank you for tutorials! I want to learn how to make the double ponytail hair in the video. My workflow is the character creator workflow. Your character creator video was several years ago. Is the workflow still the same?
well, the HTool part is completely different. Back then there was no geonodes stuff (most things were coded with python). CC part should still work in similar way. About double braid - there is preset in hair library that you could use as base ibb.co/Q9Jzrph
Bartosz is truly Renaissance man. Being able to do art and programming at that level isn't something to sneeze at. Bought your Garment Tool some time ago and I'll probably buy this one as well.
thanks for your support. While few years ago I would say it is impressive to do art + coding, now, with AI support everyone can do it ;)
Here is link to new new tutorial that covers basics of HTool 4.x th-cam.com/video/3ATRZ-ox5s8/w-d-xo.html . It coverts: Hair System Overview, some of input mask + deformers, I explain hair system types, material settings, texture baking, working with UVs etc.
Respect👍
this is such a great tool :)