You don't need a plugin nowadays you can use Mash Placer node to create the hair in a similar way but u have more control like use the direction of the brush and randomization. The other way is to use Xgen with polygon strips.
Icemanmodeler, thanks for your tip. Ive used mash in maya to randomly create trees (various sizes n orientation). Do you have a sample of your hair done with mash? Also can I place once strip at a time for hair line area?
another fast way is to use a flat paint effects brush.. with wacom you can control taper on hair. change template brush setting to make flat and make your head paintable. select surface offset in channel box with all strokes selected to raise hair after the 'follicle point', convert to polys then tweak mode TF out of it
Scott Turner, Thanks for sharing your technique. It would be super cool if you make a quick 5 min tutorial n show how it looks in real life..Ive been looking for polygon game hair making tips for unity use and it hasnt been easy. I can easily create hair in xgen...but game hair there arent many plugins or scripts.
Hi! When i try to use it, it places the hair cards far from the head, like it is put on a cage or envelope mesh, while i have tryed a many treshold values, and offsets as well. What could gone wrong? Thanks!
Még egy kérdést, ha szabad! Nekem ez a script csak az eredeti állás szerint rakja körbe a hajakat, nem adoptálódik a felszínhez mint a videón látott. Ez maya verziófüggő lehet, vagy valami felett átsiklottam?
Hi! Great video, thanks! I wonder how do you achieve the rotation when placing the planes? Is there a shortcut, or just by moving the plane around? (it doesn't seem to work that way, when I've tried it).
First Andor Kollar, you did a great job on this! I'm using this video as a "tutorial" with my artist at work. Marquis : It could be opimized more if needed. You would have to tweak the alpha mask to add more density at texture level and remove geometry . You could could also remove 1 or 2 edge loop on each strand to recude the poly count. But in realtime, the real problem would be the overdraw more than the polycount.
@giantSwing Haha no problem, there's no bad question :) Shading complexity, (transparent pixels, over transparent pixels) cost more to render on the gpu side. More layers = slower to render. Modern gpu are very good at rendering millions of polygons but still struggle with shading complexity. On my last project for the amount of fur we wanted on our creatures, we found out that rendering 2 millions polygons was actually ~2.5 times faster that trying to render the same thing will less polygons and transparency. Hope it helps!
You don't need a plugin nowadays you can use Mash Placer node to create the hair in a similar way but u have more control like use the direction of the brush and randomization. The other way is to use Xgen with polygon strips.
Icemanmodeler, thanks for your tip. Ive used mash in maya to randomly create trees (various sizes n orientation). Do you have a sample of your hair done with mash? Also can I place once strip at a time for hair line area?
That looks amazing 10/10 .
and greetings from finland
Very nice. Good job. The likeness is very good as well.
Thanks for the script.
amazing plugin, i have Maya 2019...when i select my mesh (character) go to target surface, add...and nothing happens...can you helpme?? thanks
Were you speaking in a whole new level of sound wave? Where do I get the device to hear you?
Sound was not recorded.
@@andorkollar that was sarcasm
Vincent Cassel? Awesome !
Thanks! You recognized well! Yes my face reference was Vincent Cassel.
another fast way is to use a flat paint effects brush.. with wacom you can control taper on hair. change template brush setting to make flat and make your head paintable. select surface offset in channel box with all strokes selected to raise hair after the 'follicle point', convert to polys then tweak mode TF out of it
Scott Turner, Thanks for sharing your technique. It would be super cool if you make a quick 5 min tutorial n show how it looks in real life..Ive been looking for polygon game hair making tips for unity use and it hasnt been easy. I can easily create hair in xgen...but game hair there arent many plugins or scripts.
Awesome work! Thanks for sharing this technique! Makes life 80% easier... :)
Hi! When i try to use it, it places the hair cards far from the head, like it is put on a cage or envelope mesh, while i have tryed a many treshold values, and offsets as well. What could gone wrong? Thanks!
Try to change the pivot.
Á! Köszönöm!
Szívesen:)
Még egy kérdést, ha szabad! Nekem ez a script csak az eredeti állás szerint rakja körbe a hajakat, nem adoptálódik a felszínhez mint a videón látott. Ez maya verziófüggő lehet, vagy valami felett átsiklottam?
Hi! Great video, thanks! I wonder how do you achieve the rotation when placing the planes? Is there a shortcut, or just by moving the plane around? (it doesn't seem to work that way, when I've tried it).
You should use the "place" paint option, then click on surface and hold the mouse button and with shift button you can rotate the planes.
Awesome! You are a legend! Thank you for your reply!
Welcome :)
I forget to mention, in the options menu you can set the "Place rotate increment" value to determine the rotate angle.
Hi,Please How I can make Hair For Game (Lowpoly Hair) in 3ds max
Out of curiosity how many polygons are the hairs?
Looking at the scene details (top left) it looks like the base model is around 8k polys and after the hair its 32k! so 24k polys.
The hair contains about 58 000 triangles, the head is about 15 000 triangles.
Here is the final renders: kollarandor.com/gallery/soviet-sergeant/
First Andor Kollar, you did a great job on this! I'm using this video as a "tutorial" with my artist at work. Marquis : It could be opimized more if needed. You would have to tweak the alpha mask to add more density at texture level and remove geometry . You could could also remove 1 or 2 edge loop on each strand to recude the poly count. But in realtime, the real problem would be the overdraw more than the polycount.
@@cybermad64 sorry for the noob question, what do you mean with the overdraw being more of a problem than the poly count?
@giantSwing Haha no problem, there's no bad question :) Shading complexity, (transparent pixels, over transparent pixels) cost more to render on the gpu side. More layers = slower to render. Modern gpu are very good at rendering millions of polygons but still struggle with shading complexity. On my last project for the amount of fur we wanted on our creatures, we found out that rendering 2 millions polygons was actually ~2.5 times faster that trying to render the same thing will less polygons and transparency. Hope it helps!
Very nice work. I'm a 2D Painter. Could you recommend me a reference or a book or anything to start up a skill to be like you?
do you also have a screenshot from the hair settings inside marmoset???
it would be nice to have textures and settings for hair
Martin Hanuš look up the latest naughty dog zbrush summit. it helped me a lot
Hi I share here the shader settings:
kollarandor.com/wp-content/uploads/2016/05/Head-Hair_Marmoset-Toolbag-Shaders.jpg
thanks!
welcome!
can u share does strands to us,please
-excellent brother. NICE WORK, thanks for sharing. Really Thanks
I wish I could grow my own hair that way...
Ahah)))
hahha, your humour...
Thank you for the script. Does this work with maya 2018 or 2019 as well?
with 2018 works well
Great work!
can i use this hair tool for a game engine ?
Thats kind of the point of Polygon Hair.
how can i export the hair to marmotset???
Because this is polygon hair so you can export like the other mesh.
Good work
reminds me of some jrench actor...
Vincent Cassel ?
ok wow!
the lack of sound in this video is annoying