Hi, I've been struggling with haircards for three days, getting frustrated and unmotivated cause I couldn't find a video that helps me out, but yours have been my salvation and I just wanted to comment to say thanks to you.
One thing to add. To vary the texture on the cards ( make multiple texture regions) after assigning the UV's to the separated loose pieces, while still in object mode, use select>random. In the pop up modify box, type in 0.333. That selects 1/3 of the pieces. Join these into a separate object and hide them. Again, use select>random. In the pop up modify box, type in 0.5 . Join these into a separate object and hide them. Join the remainder into an object. You now have 3 separate objects and you can vary the UVs in the UV editor to created 3 UV regions- one for each object just created. After you can join those 3 objects into one.
That uv clean up trick is great! I didn't know you could do that in the uv editor. Great tutorial as always btw, thank you so much for sharing you knowledge!
Found another technique that extrudes the curves instead of increasing the depth, making them hair cards flat instead of "voluminous" and requires them to be manually aligned to the head mesh. Your technique is better is what i'm saying ;) Thanks! (btw don't forget to set your alpha texture to non-color as well ;))
Very nice, I tried this a year ago and couldn't do it lol, and now I was able to do it with a game character, what can I say time is the master, thanks for this great tutorial :)
Great tutorial. I knew there had to be a way to do this. This is exactly what I was looking for. It can be expanded to vary the texture by doing the hair in stages. So much easier than placing hair cards. Thank you so much. That's a winning work flow.
I have been using your technique, but I'm not being able to achieve a reasonable polycount for game use. What is the polycount that you achieved with this hairstyle?
excellent tutorial but the blender interface in the background is blocking your view, that was the only thing missing. We want to see you full screen in the next video
This is amazing. Great job on this tutorial! It does look expensive for use in games, but I'm pretty sure that it could be optimized just by means of using actual cards rather than "tubes" Perhaps, a more complex hair texture as well
BRO 72K faces only in the top head hair . i think u gonna need a NASA workspace to run a game with this hair system 10:55 to see the 72k polygon count 🙂
I was watching this and wondering why you were using actual hair geometry, and then you did some voodoo wizardry stuff, and turned it into hair cards. Harry Potter almost fell of his broom!
May I ask a question? thx. Is there any way I can creat this kind of hair for a spotty dog. Cause the fur for spotty dog have two different colors in different area?
I downloaded Fibershop and used the free version to create a hair texture. However, when I applied the texture to a plane in Blender, the result did not look as expected. Instead of getting thin and nice-looking hairs, they turned out pixelated and too wide. I suspect the issue might be related to how I applied the texture map using the Node Wrangler add-on, as I'm not very familiar with Blender's shader nodes. Can you please help me understand what might be causing this problem?
6:00 is this geometry hack part really necessary because the segment number in the partical hair emission panel do the same thing or ? i just bring it up to 20
@@Mori88-m3n it's already usable in engine with nanite but yeah if you can generate less cards/planes basically when converting it it'd help a lot. But even with nanite you'll want to do that lol
Question: Is there a simple way to convert the particle groom to curves, then create 3d "plane" surfaces to those cards, and divide those cards along the curve? Thank you for the wonderful technique!
@@Luwizart thanks brother. Can you make a video on hairs in which you can show how we create hair card with all its map...normal alpha height diffuse..if possible
Hi, I've been struggling with haircards for three days, getting frustrated and unmotivated cause I couldn't find a video that helps me out, but yours have been my salvation and I just wanted to comment to say thanks to you.
One thing to add. To vary the texture on the cards ( make multiple texture regions) after assigning the UV's to the separated loose pieces, while still in object mode, use select>random. In the pop up modify box, type in 0.333. That selects 1/3 of the pieces. Join these into a separate object and hide them. Again, use select>random. In the pop up modify box, type in 0.5 . Join these into a separate object and hide them. Join the remainder into an object. You now have 3 separate objects and you can vary the UVs in the UV editor to created 3 UV regions- one for each object just created. After you can join those 3 objects into one.
Can’t thank you enough man! I’ve been stuck for so many years to find a better solution or rather such a simplified tutorial. ❤❤
That uv clean up trick is great! I didn't know you could do that in the uv editor. Great tutorial as always btw, thank you so much for sharing you knowledge!
Awesome tutorial, everything explained clearly. Resampling curves so the UV maps can be copied is so cool. Thank you!
I absolutely love that geometry nodes trick. I've been abusing it since I first learnt about it in your curly hair video.
Found another technique that extrudes the curves instead of increasing the depth, making them hair cards flat instead of "voluminous" and requires them to be manually aligned to the head mesh. Your technique is better is what i'm saying ;) Thanks!
(btw don't forget to set your alpha texture to non-color as well ;))
Never heard of this fiber shop before. I need this in my life!
Very nice, I tried this a year ago and couldn't do it lol, and now I was able to do it with a game character, what can I say time is the master, thanks for this great tutorial :)
This is genius, thank you so much for sharing your knowledge. Your smiling presence makes it all easier.
Amazing I feel like i learned a lot watching this. Works great with hair bricks
Great tutorial. I knew there had to be a way to do this. This is exactly what I was looking for. It can be expanded to vary the texture by doing the hair in stages. So much easier than placing hair cards. Thank you so much. That's a winning work flow.
A tonne of useful tips and tricks in a single video. Good job!
I have been using your technique, but I'm not being able to achieve a reasonable polycount for game use. What is the polycount that you achieved with this hairstyle?
excellent tutorial but the blender interface in the background is blocking your view, that was the only thing missing. We want to see you full screen in the next video
This is amazing. Great job on this tutorial!
It does look expensive for use in games, but I'm pretty sure that it could be optimized just by means of using actual cards rather than "tubes"
Perhaps, a more complex hair texture as well
Thanks, I was searching for Hair Cards tutorial 🙏🙏
OMG, I'll save this video for sure. Thanks for sharing!
After a long time .somthing new 👍👍
Nice work
BRO 72K faces only in the top head hair . i think u gonna need a NASA workspace to run a game with this hair system
10:55 to see the 72k polygon count
🙂
I was watching this and wondering why you were using actual hair geometry, and then you did some voodoo wizardry stuff, and turned it into hair cards. Harry Potter almost fell of his broom!
Learned some nice Blender knowledge here! THANK YOU!
This is exactly what I was searching for
Really nice tutorial, thanks a lot!
Omo!!! What sorcery is this
Really what i needed. Better than the other tutorials I've seen, thanks.
May I ask a question? thx. Is there any way I can creat this kind of hair for a spotty dog. Cause the fur for spotty dog have two different colors in different area?
great tutorial.. but 80k polygon is still too much how can i lower it?
Did you try decimating it?
can show us the method of how to genrate the hairs textures without using fiber hose in blender
dude thanks this is awesome
thanks bro great tutorial followed it successfully
Good how to export this hair style to CC4
Thanks for the video. Very clear explanation.
Спасибо Брат!!!
Thanks for this tutorial!
I downloaded Fibershop and used the free version to create a hair texture. However, when I applied the texture to a plane in Blender, the result did not look as expected. Instead of getting thin and nice-looking hairs, they turned out pixelated and too wide. I suspect the issue might be related to how I applied the texture map using the Node Wrangler add-on, as I'm not very familiar with Blender's shader nodes. Can you please help me understand what might be causing this problem?
Perfection in its glory!
lol we have so we need to turn it into hair, wow
perfect💯💯💯
how did i not think of this, i feel so dumb xD... thx
These videos are so helpful to me. Thank you 🙏🏾😌💕
Edit
😳My, what big 💪🏾you got there sir!🤭😄
This is realy great
Thank you too much ❣️
Thank you so much thats really great
Спасибо!
6:00 is this geometry hack part really necessary because the segment number in the partical hair emission panel do the same thing or ? i just bring it up to 20
Great video! Thank you!
Nice trick!
amazing tutorial
You HANCKED THE LIFE LOL
very nice!
At 0:33, how did you make the brush larger ?
Genius
nice but its miss leading at the end your tris was like million plus... not going to work in game engine
it could theoretically work fine in unreal engine with nanite, but yeah other engines would struggle
Can this be optimized somehow? If you optimize, will it be possible to use it in the engine?
@@Mori88-m3n it's already usable in engine with nanite but yeah if you can generate less cards/planes basically when converting it it'd help a lot. But even with nanite you'll want to do that lol
Question: Is there a simple way to convert the particle groom to curves, then create 3d "plane" surfaces to those cards, and divide those cards along the curve? Thank you for the wonderful technique!
Not getting the option to export normals in Fibershop. using v2.5, the check boxes are missing beside the normal map on the export tab....
So you need to buy the software. Artstation offers basic for $1, offers exports at 512x512
I love it!!!!!!
THANSK YOU!!!!!!!!!!!!!!!!!!!!!
where do i plug in the depth map ?
What is application name through which you create hairs in start.
It is called fiber shop
@@Luwizart thanks brother. Can you make a video on hairs in which you can show how we create hair card with all its map...normal alpha height diffuse..if possible
Pls make braids, weaving or any other hair synonymous with African culture.
What is that video opening💀
:)
For the love of god, can someone explain me what AAA project would be good with this? This is bs.
Misleading thumbnail
Agree
Copy uv map doesnt work👎
Super misleading titling this AAA game real-time hair...seems like a nice method to make hair until you realize how many polygons this creates.
Thats literally how AAA hair looks though…
@@Lost-sm2vl Looks, yes. But AAA hair is usually only around 2-10 K polygons. Not a hundred thousand like this one.
i feel like a full loser because i cant find hair textures . Fibershop only for WIndows User. Guys never buy an apple product , this is a big warning