Anon Mason thanks. I wanted to keep it as focused as possible, and get right to the point. I hate “tutorials” that spend the first half of the video not actually covering the material in question. YT has a rewind function, and it’s easy enough to skip back. And the automatic subtitles are hilarious.
Thank you very much for a very good tutorial; and your time. As regards strands, let us not forget the old time-saver of tedium; select a polygon at the end of a strand of hair and then the almost forgotten (ctrl-and +) selecting the strand right up to the roots on the scalp; even if overlaid by other strands.
Do I want to see a 2 hour tutorial of watching you select geometry? No. But I wouldn't object to a sped up time-lapse video of you performing repetitious selection. Thanks for the tutorial, always good to see how others work.
timelapse sucks. Only thing to do : Record a tutorial. Video edit the tutorial to make it short and concise. Then speak while watching that video composited result. And re-composite this speech + the concise video. Takes time but it would explain the same in 5 minutes max.
That's correct. However, there are limitations on polycount, as high-poly objects tend to fold in on themselves, with vertices colliding wildly, and causing the mesh to explode. Sadly I don't have and hard numbers for polycount limits, but when you find a functional hair or clothing item, that same general mesh density should be a good guideline. I've used this technique with older drapery meshes, letting the mesh fold over a single band of wide polygons. Also, if there are too few polygons, the effect will be choppy and blocky, which could be good or bad, depending on what you're going for. Some clothing meshes also present a unique problem, whether they're old or recent, depending on how the mesh was stitched together. If the vertices at the seams aren't welded, the object will fall apart. Even newer items made in Marvelous Designer where the sleeves are made of 2 pieces (front and back for both left and right), they may disintegrate into their original 2 pieces if the person who made it didn't weld them. I was able to make the Victorian Maid for G2F dress, which has no functionality beyond standing around, behave properly using this method on the skirt. However, I did have to delete the trim from the bottom, since that's a separate piece that has a higher polycount and wasn't welded properly. Also, see my other video for making water planes and terrains using Dforce.
Thank you very much for creating these tutorials!! I used this method to create this image: www.daz3d.com/gallery/#images/542771/ I also linked back to this video.
The only video I found that explained this simply without a bunch of fluff.
Anon Mason thanks. I wanted to keep it as focused as possible, and get right to the point. I hate “tutorials” that spend the first half of the video not actually covering the material in question.
YT has a rewind function, and it’s easy enough to skip back.
And the automatic subtitles are hilarious.
Excellent tutorial! I got the point after a few surfaces but I hung in there til the end. Your humor made it enjoyable as well. Thanks!
Thank you very much for a very good tutorial; and your time. As regards strands, let us not forget the old time-saver of tedium; select a polygon at the end of a strand of hair and then the almost forgotten (ctrl-and +) selecting the strand right up to the roots on the scalp; even if overlaid by other strands.
See I never knew about this. Thanks! Been re-doing a lot of hairs this way lately, and it's definitely a time-saver.
Do I want to see a 2 hour tutorial of watching you select geometry? No. But I wouldn't object to a sped up time-lapse video of you performing repetitious selection.
Thanks for the tutorial, always good to see how others work.
Play speed setting is on bottom right.
timelapse sucks. Only thing to do : Record a tutorial. Video edit the tutorial to make it short and concise. Then speak while watching that video composited result. And re-composite this speech + the concise video. Takes time but it would explain the same in 5 minutes max.
I am assuming this process applies to any .OBJ ... Not just for hair yes? I like the very detailed description. Thank you.
That's correct. However, there are limitations on polycount, as high-poly objects tend to fold in on themselves, with vertices colliding wildly, and causing the mesh to explode.
Sadly I don't have and hard numbers for polycount limits, but when you find a functional hair or clothing item, that same general mesh density should be a good guideline.
I've used this technique with older drapery meshes, letting the mesh fold over a single band of wide polygons.
Also, if there are too few polygons, the effect will be choppy and blocky, which could be good or bad, depending on what you're going for.
Some clothing meshes also present a unique problem, whether they're old or recent, depending on how the mesh was stitched together. If the vertices at the seams aren't welded, the object will fall apart. Even newer items made in Marvelous Designer where the sleeves are made of 2 pieces (front and back for both left and right), they may disintegrate into their original 2 pieces if the person who made it didn't weld them.
I was able to make the Victorian Maid for G2F dress, which has no functionality beyond standing around, behave properly using this method on the skirt. However, I did have to delete the trim from the bottom, since that's a separate piece that has a higher polycount and wasn't welded properly.
Also, see my other video for making water planes and terrains using Dforce.
Export to Zbrush using Goz, use the move topologic 2 minuts, export to Daz, and apply the morph. 2 minuts...
...and by what logic do you assume I have Zbrush?
Nice tut thank you...
Thank you very much for creating these tutorials!! I used this method to create this image: www.daz3d.com/gallery/#images/542771/ I also linked back to this video.
I'm still thinking about those first words: "This is a short tutorial..."
The original was longer. Much longer.
You could compile all 4 into 1 if you remove all the Uuhhhs and Uummms. :D JK, thanks for the video.