Mirror the object. Only problem with these particles is that if you do not disconnect the particles before mirroring, it will destroy the hair paths completely. Another problem is that if you want to make realistic hairs, the mirrored side can't be an exact copy, the hairs gotta be randomized. Thankfully there are options to change this in the particles menu. But the problem is that both the original and duplicate emitters share the same particle system, so you're now modifying both of their settings. And the only way to make the duplicate particle system unique is to delete the groom edits, so essentially you're just starting from over and duplicating the emitter is pointless. I've seen threads about this from years and years back (it's 2025 now as of writing this) so I highly doubt it's changing any time soon, if ever. While Blender is good in some parts, things like this make it just infuriating.
Thanks for the video. Just a tip, I know this is very dumb but it happened to me. if you dont see any eyebrow after adding the particle, check if you are in front view, I followed the exact steps but couldn't see any eyebrow, after 30 mins I titled to side view and realized the eyebrows are there it just didn't show in front view angle.
In Hair render properties I can't find Strand and Strip options. I have Rounded Ribbons and 3D curves option. And render is not as expected in either of them. In which version are you working in or what plugin?
Is there a way to make the opposite side look a bit more randomized, so that hair strands aren't exactly in the same position as on the other side, which is most noticeable at the tips, but it'll also keep the general shape of the brows consistent? It would also be nice to change this into something a game engine could accept, like hair cards, while keeping the exact look of the particles when viewing the textures.
A soixante et un an je découvre Blender, et je dois dire qu'avec toi je progresse à Vitesse "Grand V" merci beaucoup pour ton humour et tes explications claires et précises. Ton enseignement est de très grande qualité. Merci. Ha ! J'allais oublier...J’apprécie vraiment ta folie douce.
Is there a way to turn the eyebrows into textures? What I mean is something like projecting the diffuse of the eyebrow on a head texture. Or something like that. Idk how to explain it. Thx for this tutorial tho.
you can, but the point of extracting the faces in lot of situations is having more topology to work with, when you seperate only the eyebrow area you can subdivide it and easily paint it in the weight paint mode but if you wanna do that on the main body, you have to subivide the whole thing which makes the whole project waaay heavier.
when i want to color the eyebrow hairs, the material also affects the plane underneath not only the hairs. and i did uncheck show emitter. what can i do? 😞
this tutorial is outdated. the hair options have since been removed from render settings and there is no explanation of how to achieve the desired results using this method
Couple of questions. Can the brows be made right on a human mesh rather than copying out a few of the polys and can the brows be exported as their own mesh to use in other programs? I'm trying to get away from ZBrush since their acquisition and making my own polymesh hair is ONE thing that will keep me using ZB unless I can get what I need out of Blender! Wonderful tutorial by the way. WOW!
Thanks :) Yeah it's basically what i did in this video but skip the copy part, it's just harder to work with in a low poly mesh since you can't paint properly in weight paint mode while the mesh is extremely low poly and yes you can convert the hair to mesh with modifiers to use in other softwares, i think there's few tutorial on it on yt.
So can I use this kinda eyebrows for games? How to use hair particles in games? Also dude just love your videos 💕💕 keep making awesome short videos like this and I subscribed your channel ❣️ ✨ your videos are just amazing🤩 😍 you deserve 1m+ subscribers seriously ❣️❣️✨💕✨
if u are talking about when he uses weightpaint to determine where vertex group the reason you have triangle is because your mesh does not have enough verticles. To fix you can go to modifiers add a subdivision surface with 2 subdivision apply it and then try to paint again. Your selection should be smoother
When you do your eyebrows like this, how are you able to connect them to the rigs face? Since you separated the eyebrows from the main model it won't let you connect bone weight maps! Would you know how to get them working for a charters face thats already rigged!
Ok if you edited the particles then you need to 'Delete Edit' before changing the weigth paint. Edit: you dont have to delete particle edit. If you select to 'Interpolated' at 'Children' tab, you can change the weight paint without deleting particle edit.
this tutorial totally misses that in blender 3.2 particle thickness by default is way too thick. I had to adjust the thickness in order to get similar results. I adjusted the "Diameter Root" which thickens the lower part of the hair. Also did not mention that the step of "render properties" is only for EEVEE and not for cycles. Also what the interpolated does is to multiplie the hair amount so they don't look scattered.
This video was made in Blender 3 if i remember correctly so things might change in 5-6 month, and also this one is a quick tutorial so i couldn't cover all of the detail, got a ultimate hair tutorial on the channel that i covered the most important options in that one but definetly gonna make a new video with the newer blenders later this year to cover all the changes and stuff.
@@PixelicaCG what video is the more detailed one I coul take a look on that ? :) Also I tested again and it could be that blender has some glitch since second time the hair came out like in the tutorial.
This took me a minute to fix. 1, yes have the mirror mod above the particle mod. 2, in the particle tab -> Emission -> Source ->check 'use modifier stack'. that sucked. :( but did fix the same issue I was having. hope it helps, a year later xD
I have noticed that things from mixamo, CGtrader and the like are always WAY to high on polygons. I use the decimate modifier with a giant ratio then re-subdivision surface after the decimate mod is applied. (I swear sometimes, if I downloaded a cube it would have over 1000 vertices... )
You can use the interpolate button on the top of the screen while using the add tool to get the guides interpolate based on the particles nearby it
As always, gold in the comments!
Yes thanks i forgot to mention it in the video, pinned :D
Great tutorial, learned a ton, thanks!
"Hair" in the Render Properties is no longer there and has been replaced with "Curves".
I'm stuck at this atm, is it located somewhere else?
@@ThaliaL. strip option is under curves now. Pretty much just changed the name, same properties.
its my alternative how to mirror eyebrow, you can duplicate the mesh and in the second mesh press N and change scale to -1
i hope you undestand :)
This is the way
Amazing, can't wait for a tutorial about realistic hair, hehe
I love your videos, you help us so much I just wanted to encourage you as much as I can. You're our 3d Bro
I barely even know Blender yet you make this information super digestable! Thank you so much!
Hi dear you was working at time 02:30 on one eyebrow but at 02:30 you showed second eyebrow. which modifier you have added please?
I hate when they do that in tutorials, i think the mirror modifier but doesnt really work.
Mirror the object.
Only problem with these particles is that if you do not disconnect the particles before mirroring, it will destroy the hair paths completely.
Another problem is that if you want to make realistic hairs, the mirrored side can't be an exact copy, the hairs gotta be randomized. Thankfully there are options to change this in the particles menu. But the problem is that both the original and duplicate emitters share the same particle system, so you're now modifying both of their settings. And the only way to make the duplicate particle system unique is to delete the groom edits, so essentially you're just starting from over and duplicating the emitter is pointless. I've seen threads about this from years and years back (it's 2025 now as of writing this) so I highly doubt it's changing any time soon, if ever.
While Blender is good in some parts, things like this make it just infuriating.
Thanks you man. It's the best tutorial about eyebrown what I've seen
Can't understand why you don't have million subs
True scholar right here! Thanks for all the work you do. Cheers 🍻
great tutorial. maybe after mirroring, add some changes to one eyebrow. the imperfection would look more realistic.
absolutely beautiful, thank you
Love the tutorial! Could you do one like this for making/rendering hair cards?
glad you liked it :) i'll keep that in mind for sure.
perfect timing! im about to start doing hair!
very cool, nice lesson
Thanks for the video. Just a tip, I know this is very dumb but it happened to me. if you dont see any eyebrow after adding the particle, check if you are in front view, I followed the exact steps but couldn't see any eyebrow, after 30 mins I titled to side view and realized the eyebrows are there it just didn't show in front view angle.
In Hair render properties I can't find Strand and Strip options. I have Rounded Ribbons and 3D curves option. And render is not as expected in either of them. In which version are you working in or what plugin?
Thank u , I was able to make use of this tutorial. I kept 0.75x speed to understand it better!
Hi, PicelicaCG. You are great at explaining. You have my nub's subscription and a rang bell!
Is there a way to make the opposite side look a bit more randomized, so that hair strands aren't exactly in the same position as on the other side, which is most noticeable at the tips, but it'll also keep the general shape of the brows consistent?
It would also be nice to change this into something a game engine could accept, like hair cards, while keeping the exact look of the particles when viewing the textures.
Very nice tutorial ♥️
Thank you for this tutorial
Thanks for this tutorial dude, this is gonna help a ton!
very good tutorial!
Excellent Tutorial as always ☺️👉
thx man, you best
This is a wonderful tutorial, thank you for it. But my eyebrows are coming out white, how to change the color?
same here:/
I have a question: when I try to mirror the eyebrows, the hairs disappear, but the layer is still there. Do you know what might be causing this?
Thanks for that film :P
A soixante et un an je découvre Blender, et je dois dire qu'avec toi je progresse à Vitesse "Grand V" merci beaucoup pour ton humour et tes explications claires et précises. Ton enseignement est de très grande qualité. Merci. Ha ! J'allais oublier...J’apprécie vraiment ta folie douce.
"or fake ones" 😂😂😂
Dude you're hilarious
What friends who cannot do mirroring should do is apply alt-d+ press s+press x +-1
Is there a way to turn the eyebrows into textures? What I mean is something like projecting the diffuse of the eyebrow on a head texture. Or something like that. Idk how to explain it. Thx for this tutorial tho.
What's the reason we need to extract those faces? Would we be able to do all of this on the main body mesh?
you can, but the point of extracting the faces in lot of situations is having more topology to work with, when you seperate only the eyebrow area you can subdivide it and easily paint it in the weight paint mode but if you wanna do that on the main body, you have to subivide the whole thing which makes the whole project waaay heavier.
cool and all, but what happens when you animate face with blendshapes? These brows wont follow vertices I guess?
when i want to color the eyebrow hairs, the material also affects the plane underneath not only the hairs. and i did uncheck show emitter. what can i do? 😞
will this give me same result if i make eyebrows like this in blender and imported it in maya
If I make eyebrows like this, will there be a problem with the unreal engine?
this tutorial is outdated. the hair options have since been removed from render settings and there is no explanation of how to achieve the desired results using this method
You are my god.. thank u!
how do you bake this to the mesh? like so the texture of the eyebrow is flat to the head
just perfect in 2024. if you are using blender 4.0 there is no more hair in render setting, it's called curves.
Hello, thank you for the tutorial. Is this methode for including hair in general applicable for game design or only for rendering?
Couple of questions. Can the brows be made right on a human mesh rather than copying out a few of the polys and can the brows be exported as their own mesh to use in other programs?
I'm trying to get away from ZBrush since their acquisition and making my own polymesh hair is ONE thing that will keep me using ZB unless I can get what I need out of Blender!
Wonderful tutorial by the way. WOW!
Thanks :) Yeah it's basically what i did in this video but skip the copy part, it's just harder to work with in a low poly mesh since you can't paint properly in weight paint mode while the mesh is extremely low poly and yes you can convert the hair to mesh with modifiers to use in other softwares, i think there's few tutorial on it on yt.
So can I use this kinda eyebrows for games?
How to use hair particles in games? Also dude just love your videos 💕💕 keep making awesome short videos like this and I subscribed your channel ❣️ ✨ your videos are just amazing🤩 😍 you deserve 1m+ subscribers seriously ❣️❣️✨💕✨
No this isn't really a good method for games. For that, I'd look up hair cards.
when he goes to select his vertices, how come his are squares? i definitely have odd triangles lol. sorry, i'm a beginner! pls help!
if u are talking about when he uses weightpaint to determine where vertex group the reason you have triangle is because your mesh does not have enough verticles. To fix you can go to modifiers add a subdivision surface with 2 subdivision apply it and then try to paint again. Your selection should be smoother
Hi! Amazing tutotiral. Is it posible to delete the geometry underneath the eyebrows after you are done with the grooming?
Could this be used for VRChat..? Or would there be too many polys..?
you are amazing thankyou thankyou thankyouuuuu.
thank you sir
When you do your eyebrows like this, how are you able to connect them to the rigs face? Since you separated the eyebrows from the main model it won't let you connect bone weight maps! Would you know how to get them working for a charters face thats already rigged!
Rig first before selecting and separating
@Blackmanking videos ooohh okay! I didnt think about that!! I'll give it a try!💯
When going back to weight paint it does not change the particles at all.
Ok if you edited the particles then you need to 'Delete Edit' before changing the weigth paint.
Edit: you dont have to delete particle edit. If you select to 'Interpolated' at 'Children' tab, you can change the weight paint without deleting particle edit.
why the hair is not included when i export the character to fbx?
Hi , great Video .... I would like to know how you make Eyebrows move with Armature... Please!!!!!
Using blender 4.1 here i didnt find the hair in the render section on this version
When i use this to render with cycles it doesn't work pls any answer
this tutorial totally misses that in blender 3.2 particle thickness by default is way too thick. I had to adjust the thickness in order to get similar results. I adjusted the "Diameter Root" which thickens the lower part of the hair. Also did not mention that the step of "render properties" is only for EEVEE and not for cycles. Also what the interpolated does is to multiplie the hair amount so they don't look scattered.
This video was made in Blender 3 if i remember correctly so things might change in 5-6 month, and also this one is a quick tutorial so i couldn't cover all of the detail, got a ultimate hair tutorial on the channel that i covered the most important options in that one but definetly gonna make a new video with the newer blenders later this year to cover all the changes and stuff.
@@PixelicaCG what video is the more detailed one I coul take a look on that ?
:) Also I tested again and it could be that blender has some glitch since second time the hair came out like in the tutorial.
i dont have the hair section in render properties
it should be labeled as "curves" or something now
Followed all these steps then I get to render properties and I’m missing the section for hair ?? Did I miss something
I dont have it either. I think its just a blender removed option. I skipped it. seemed to be fine\
why is it that when i do eyebrows the hair look likes big spikes and not thin hair like yours?
how to duplicate other side ?
I converted the brows to a mesh, now the brow color is missing. When adding material to the mesh, nothing happens, they are still black. Solution?
and how do I use this for expressions?
SurfaceDeform modifier will follow both rigs and shape keys of the character mesh. Remember put it top of the particle modifier.
The eyesbrows just won't show in object mode, switched the display tk rendered, and it's just all white
im on 3.2 of blender and hair shape type isnt under render? where is it.
I would also like to know that.
its labeled as "curves" now
how to duplicate the eyebrow? i tried mirror modifier and it gone
Do Shift+D, Right Click to drop the eyebrow, then go on top of the window, Object : Mirror : and X Global
how you mirror the particles?
we didn't mirror the particles, we mirrored the plane and the particles got reversed with it.
@@PixelicaCG It doesn't mirror correctly... i don't understand.
@@marklandmark3269 i don't know if u find the solution but your mirror modifier must be on top of the particle systems
This took me a minute to fix. 1, yes have the mirror mod above the particle mod. 2, in the particle tab -> Emission -> Source ->check 'use modifier stack'.
that sucked. :( but did fix the same issue I was having. hope it helps, a year later xD
thank yiu
I was not able to follow. You didn't show which button to press. 😢
0:23 define "low poly" man
My PC practically crying when I was working on a downloaded model with poly count seemingly almost the same as yours here
I have noticed that things from mixamo, CGtrader and the like are always WAY to high on polygons. I use the decimate modifier with a giant ratio then re-subdivision surface after the decimate mod is applied.
(I swear sometimes, if I downloaded a cube it would have over 1000 vertices... )
I have the newest Blender , I got to about 32 seconds in and couldnt do that,lol
i still dont understand how i have followed all steps but still the hair grow on all parts of the head
I am a black heterosexual man thank you for this turorial
As a middle eastern heterose*ual man you're welcome.
I want to completely wipe the ground under the hairs and leave only the hairs.
Instructions unclear, made my sister pregnant
:))
👍👍👍
you talk too fast
Slava UKRAINE 💙💙💙💙💛💛💛💛
Hey, is there anyone there? Is it because I'm a man that he's not answering my questions?
hmmmmmmmmmmmmmmmmm
the ones i made look like trash
how do you mirror the particles?
You ever find out? In the item menu you'll see x-axis mirror, if not using mirror modifier.