XGen for Game Character Hair (Part 1)

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  • เผยแพร่เมื่อ 8 ก.ย. 2024
  • Credit CD Projekt RED for Witcher 3 character & Michael Todd for hair groom
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ความคิดเห็น • 42

  • @danc42421
    @danc42421 8 ปีที่แล้ว +9

    Alrighty, I fired up Maya and thought I'd try xGen for my hair cards this time. Thing is I am super confused how to make those splines in the first place. Should I select the scalp area of the head and generate there? Should I use Splines or Groomable splines? Either way I am lost and don't actually see any splines just some purple intersecting lines.
    Sorry if that's a silly question but any help would be appreciated, cheers!

  • @KBwake27
    @KBwake27 4 ปีที่แล้ว +4

    The way he pronounced Geralt smh

  • @brianmarkowitz
    @brianmarkowitz 7 ปีที่แล้ว +2

    When you assign the material to the hair, how do you set up that shader? are the planes you generated already have UVs that can work with that shader?

  • @sanketvaria9734
    @sanketvaria9734 6 ปีที่แล้ว +4

    how did you unwrapped UVs of those planes?

    • @MG-el9vx
      @MG-el9vx 5 ปีที่แล้ว +3

      and he never replied to that...

  • @crimsonBen
    @crimsonBen 5 ปีที่แล้ว +1

    What is the proper way then to handle uvs with that workflow? I mean do i create the cards and AFTER that i create the textures, so they fit forthese created cards??

  • @marcelocosta7893
    @marcelocosta7893 6 ปีที่แล้ว

    you are awesome
    phenomenon

  • @Leviafilm
    @Leviafilm 3 ปีที่แล้ว +1

    HOW TO CREATE THOSE XGEN HAIRRRRRRR?????????????

  • @niroshanbandara9438
    @niroshanbandara9438 8 ปีที่แล้ว

    awsme.waiting for part.02

  • @hamitaksln
    @hamitaksln 7 ปีที่แล้ว

    Thanks.

  • @Thegaara64
    @Thegaara64 8 ปีที่แล้ว

    waiting for part 2 :D

  • @syntaxed2
    @syntaxed2 8 ปีที่แล้ว +2

    Any chance XGEN will not require Archives in the future?
    1. Many of us have 10gb+ of library and dont want to convert to archives just to experiment.XGEN should allow for obj import.
    2. Also, Xgen preset/exports dont seem to save declared variables/expressions?

    • @MyOhMaya
      @MyOhMaya  8 ปีที่แล้ว

      That's a good question and I'm afraid I don't have the answer and even if I did I couldn't say :) Duly noted though. Technically though the geo could batched to archives although that would take some scripting.
      As for the presets issue I am not aware of it. Have you logged a case with support about that?

  • @heminrasul
    @heminrasul 7 ปีที่แล้ว

    I would love to know how to add a colour variations to my hair strands my card hairs (black strands with white for instance) Is possible to do that by using an expression? If yes I would be very grateful to see how it's done. Many Thanks.

  • @sunkillersharkny
    @sunkillersharkny 7 ปีที่แล้ว

    can't find curve to ribbons mesh options in the bonus toolkit.

  • @Kiyamlol
    @Kiyamlol 6 ปีที่แล้ว

    what viewport shader did you use? I fidn teh blinn, stingray pbs masked and transpareny having issues even with deoth peeling/zfighting

  • @MachaFBX
    @MachaFBX 4 ปีที่แล้ว

    how do you created the material ? and assigned to polygon?

  • @indigodoyle
    @indigodoyle ปีที่แล้ว

    anyone know how to do this with Maya 2023? Bonus tools doesn't have the Curve to Ribbon Mesh option anymore

    • @King-mj2bn
      @King-mj2bn ปีที่แล้ว

      It's not a bonus tool anymore, it's standard functionality. *Create > Sweep Mesh* is what you're looking for. Use the Sweep Profile: *Line* to get the ribbon.

  • @jovontowns591
    @jovontowns591 8 ปีที่แล้ว +1

    Maya Bonus Tools 2017? Can you share the link for the updated version

    • @ghn5459
      @ghn5459 8 ปีที่แล้ว +1

      I also can not find Bonus Tools !!! you find it !???

    • @MyOhMaya
      @MyOhMaya  8 ปีที่แล้ว +2

      We will be posting the official 2017 installers soon with some new tools included. But in the meantime if you install the 2016.5 version of BT it should work fine with 2017 (including the new curve to mesh tools)

    • @jovontowns591
      @jovontowns591 8 ปีที่แล้ว

      Okay I'll try the 2016.5 in the meantime. Thanks

    • @TheJasonsbaldwin
      @TheJasonsbaldwin 7 ปีที่แล้ว +1

      Unfortunately the new modeling tools are not included in the 2017 bonus tools.

    • @TheJasonsbaldwin
      @TheJasonsbaldwin 7 ปีที่แล้ว +1

      I have a fix. I'll post at top of the comments.

  • @JishinimaTidehoshi
    @JishinimaTidehoshi 7 ปีที่แล้ว

    Can I convert xgen primitives to guides so I can do what you do in part 2?

  • @AdamSweeney85
    @AdamSweeney85 7 ปีที่แล้ว

    I've got Maya 2017 just for these grooming tools and I can't render in it because Arnold has problems with my CPU. Also GoZ plug-in for Zbrush is very troublesome in this version of Maya. What can I do?? Is there a fix, possibly any way I could get the grooming brushes in Maya 2016? If not is there any way I could import Zbrush Fibermesh curves into Xgen and have them work as Xgen curves?? The reason being is that I need to convert the Xgen hair guides into planes (For use in a game engine). It's extremely important to be able to do this. Can you please help? Thanks

    • @MyOhMaya
      @MyOhMaya  7 ปีที่แล้ว

      Not sure what is going on with Arnold / CPU issue. You can however do everything I show in the vids in Maya 2016 Ext 2 as well so you might want to give that a try.

    • @AdamSweeney85
      @AdamSweeney85 7 ปีที่แล้ว

      So everything you are doing here works in Maya 2016?

    • @tradeandmagicofficial2563
      @tradeandmagicofficial2563 5 ปีที่แล้ว

      Use zbrush fibermesh using the cards like on maya, but is easier to do in there because you adjust coverage and so on.

  • @sizlax
    @sizlax 4 ปีที่แล้ว

    Hero hairs? Lol. When only those are selected, they look more like hideous freak hairs. Like the kinda hair that would be on leatherface or Jason XD

  • @erikm9768
    @erikm9768 8 ปีที่แล้ว

    thats great and everything... except it takes 1 or 2 days..
    artists really know how to work inefficiently don't they.

    • @MyOhMaya
      @MyOhMaya  8 ปีที่แล้ว +5

      I've met with many game studios who spend a lot more than a day or two on a single head of hair. It can often take a full week or more to do a nice, high quality hairdo for a hero character.

    • @erikm9768
      @erikm9768 8 ปีที่แล้ว

      that's what i'm saying. i wouldnt hire a guy who needs a week to do just the hair for a game character, unless its the antagonist of some new super HD AAA+ title. that's way too long imho. but i guess artists don't think like programmers when it comes to working efficient.

    • @danc42421
      @danc42421 8 ปีที่แล้ว +15

      How much do you think it takes to make a 3D Character? 1 day is a lot for hair? Oh boy I got bad news for you.

    • @erikm9768
      @erikm9768 8 ปีที่แล้ว

      if its really worth the time, then yes, do it! but ive worked with people who have until recently painted tear on a model by hand in photoshop (because thats what they are used to) and been blown away when i showed them how to do an almost identical job procedurally by just a few nodes in a shaders in Arnold. in a similar way i honestly don't see how drawing a few hundred strands of hair should need to take up to 16 hours unless your workflow is extremely tedious.

    • @MyOhMaya
      @MyOhMaya  8 ปีที่แล้ว +9

      I should note that the studios I'm referring to are AAA developers so standards are pretty high. And also when I say that it can often take a week or more I'm talking about the entire process. Of course there is the whole 90-10 equation to consider... in that it takes 10% of the time get 90% of the way done and then 90% of the time to finish the last 10% :)

  • @anarayramone4395
    @anarayramone4395 7 ปีที่แล้ว +1

    Garbage. Hair and Fur always