Stylized Hair in Blender - FASTER with Hair Curves!

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  • เผยแพร่เมื่อ 7 ต.ค. 2024

ความคิดเห็น • 31

  • @denoa3D
    @denoa3D  10 หลายเดือนก่อน

    There's an updated version of this hair setup, you can go watch it in these two videos:
    Part 1: th-cam.com/video/cNnkljWUYrw/w-d-xo.htmlsi=TvuFPdwaHsFGdfxv
    Part 2: th-cam.com/video/xcpRdrynShE/w-d-xo.htmlsi=JzvHHTrd5qqQPmaZ

  • @fayefaerii
    @fayefaerii ปีที่แล้ว +3

    Im a begginer, Im crying but Im understaring! Great video!

  • @TacoBear_Studios
    @TacoBear_Studios ปีที่แล้ว +1

    You Sir, are my hero I stumbled upon your video in hoping to learn a easier way to stylized hair, your video has not disappointed.

  • @benalive6827
    @benalive6827 5 หลายเดือนก่อน

    The node setup can get a bit Hairy 🤣😂. Love it. Thank you so much for your tutorial. I´ll try it today.

  • @padmoch2207
    @padmoch2207 4 หลายเดือนก่อน

    wow, that was something, but I did it, and I'm a changed person now, thanks😂. Time for part two😱

  • @hotcher2
    @hotcher2 ปีที่แล้ว +1

    You are a genius. Thank you!

  • @ЗайчикЛунный
    @ЗайчикЛунный 10 หลายเดือนก่อน

    It's a great thing! Thank you very much!

  • @soundsbeard
    @soundsbeard ปีที่แล้ว +1

    changing nodes multiply and float curve stretches the uv
    mirrored hair has negative tilt.
    but anyway thank you for the solid base!

  • @Flandelacasa
    @Flandelacasa 8 หลายเดือนก่อน

    I've finally found the solution that I was looking for. Thank you so, so much! I now follow you.
    So up to here, the hair I make looks great, and easy and flexible, but if I wanted to make different types of hair: beards, eyebrows, sideburns, that kind of thing, would I have to make a new empty hair curve object? What about if I wanted to do variations in the hair UV map?

    • @denoa3D
      @denoa3D  8 หลายเดือนก่อน

      Technically, you don't need to create a new Empty hair object, you can add new hair curve to that object with the Add brush in sculpt mode. The catch is that, all of them will have the same settings from the Geometry nodes tree, therefore the same shape. If it is a separate object, it will have an independent GN modifier that will allow you to make a different shape.
      But if you do a lot of hairs with similar shape (like a beard), you don't have to create a new object for each hair strand, just use the Add brush :)
      Btw, this is an old version of this method, here you can see the updated version:
      Part 1: th-cam.com/video/cNnkljWUYrw/w-d-xo.htmlsi=lMRdE-xtHHvXuKGE
      Part 2: th-cam.com/video/xcpRdrynShE/w-d-xo.htmlsi=n2oD9WrF7-9OvCwb

  • @kaminari1770
    @kaminari1770 ปีที่แล้ว

    Gosh you are such a life saver

  • @proart4202
    @proart4202 ปีที่แล้ว

    Thanks so much!! Mr.

  • @10oaoz10
    @10oaoz10 ปีที่แล้ว

    Gorgeous!!

  • @saintelmo5590
    @saintelmo5590 9 หลายเดือนก่อน

    Thank you, Dean! Subscribed! However, I do have a question. You are zooming through a lot of your procedure very fast. How did you save all those Math nodes to be a single asset. I kept replaying that part, and saw no indication of how to save it...you just had it saved as a Template. I've scoured TH-cam for how to save group nodes, but to no avail, unless it means getting another addon.

    • @denoa3D
      @denoa3D  6 หลายเดือนก่อน +1

      You can group any set of nodes with Ctrl G. Just select them and press Ctrl + G - it will create that new Group node. To get in and out of the group press Tab. You can then import that node in another Blender file by appending it from the file you have created the node group in - File>Append>"your file">Node Groups>"the name you gave it"

    • @saintelmo5590
      @saintelmo5590 6 หลายเดือนก่อน

      @@denoa3D Thank you! Have a great day!

  • @rodolflum3444
    @rodolflum3444 ปีที่แล้ว

    this is cool man

  • @cloudlove1
    @cloudlove1 ปีที่แล้ว +1

    This looks as amazing as regular curves....but can we weight paint it? I've spent so long making curve hair, and I can't use it.

    • @rossanderson5815
      @rossanderson5815 ปีที่แล้ว +1

      Need to convert to mesh first

    • @denoa3D
      @denoa3D  ปีที่แล้ว +2

      Yes, but you can't weight paint on curves - you have to convert it to mesh. When you do, it will be quite dense mesh. To lower the vertex count use a Weld modifier to remove overlapping verts and a Decimate modifier set to un-subdivide. Tweak the values of the modifiers until you get a sensible mesh, then apply the modifiers and you can paint. Be aware that you will lose the material.

    • @cloudlove1
      @cloudlove1 ปีที่แล้ว +1

      @denoa_3D I didn't see the responses, thank you! Yes, that's my normal method but it's as dense as dense gets. Then unsubdividing makes it look awful. It would be so nice if it could convert it to mesh in three levels so we could bake it.

    • @denoa3D
      @denoa3D  ปีที่แล้ว +1

      @@cloudlove1 Then, before you convert, try to use a Resample Curve node on the main curve and profile curve in the geo nodes and chose different densities. Assuming you didn't put crazy dense curves in the beginning, you should be able lower the poly count a lot.

    • @cloudlove1
      @cloudlove1 ปีที่แล้ว

      @@denoa3D you are full of knowledge! I will try it once I read it a few times lol

  • @jhonysteak5512
    @jhonysteak5512 5 หลายเดือนก่อน

    Do you know if there are any addons for curvy hair? It's the technical side that poses a problem for me, but the artistic side, I have no artistic talent and what I do with this technique resembles nothing and invariably ends up in the trash.

    • @denoa3D
      @denoa3D  5 หลายเดือนก่อน

      Do you mean 'curly' hair? If that's the case, my "Stylized Hair PRO" add-on has that capability.
      deanzarkov.gumroad.com/l/stylized_hair_pro
      I intend to make a video on the logic behind the curls generation in a future video :)

  • @adriangomis4677
    @adriangomis4677 ปีที่แล้ว

    1:41 Seems like the Madrid metro map 🚅😳

  • @pn4960
    @pn4960 10 หลายเดือนก่อน

    Blender 4.0.1 : at the end the flip faces node didn't work for me. But i could flip the faces by rotation the bezier profile curve 180° and then apply rotation (object mode, ctrl A, rotation)

    • @denoa3D
      @denoa3D  10 หลายเดือนก่อน

      Weird, it should work if you put it right at the end of the node tree, before it goes to the Group Output.

  • @binyot5505
    @binyot5505 8 หลายเดือนก่อน

    Is it possible to animate them?

    • @denoa3D
      @denoa3D  8 หลายเดือนก่อน

      Depends on your purposes. You can always convert it to mesh and rig it, or apply a cloth sim.
      You can also go the Geometry Nodes path and create a custom animation or physics.
      I have a video on hair animation:
      th-cam.com/video/y-uBTKqCM9k/w-d-xo.htmlsi=48PFs-difEi82HHg
      I've also created a custom physics simulation for the Stylized Hair PRO. You can see a demo here:
      th-cam.com/video/0v1JSW_I_rI/w-d-xo.htmlsi=F5WM4nwrMXdjBRv3