I can't tell you how hard it was to find a hair video that wasn't a silent time lapse or so convoluted in methodology that it spanned 30 damn minutes. Thank you so much for making this
These kinds of instructions are what prevented me from learning to use Blender for a long time. Nobody ever explains what they're doing, why they're doing it, or what any of it does. I've seen tutorials (text and video) that literally say something like "press A B C D then X and blah blah then press B D G Y S and then..." and I'm just like *okay but what the hell does any of that mean or even do.* Blender 2.8 added **proper** industry standard controls. That's the only reason I've been able to even learn to use Blender to the extent I have.
You have no idea how long i have been trying to find a nice and easy way to create hair in Blender. This tutorial goes right at the top of y favorites! Thank you sooooo much!!
@@DrFross09 iirc--it's been a while--you can probably hit z to show the object as wire frame to locate vertices to delete them while in edit mode. Wire frame can get a little confusing, so at the menu bar near the bottom of the screen, there is a button (hover over it to see the name) "Limit selection to the visible". It is in between the face select button and proportional editing button. It will make your object see through in editing mode. You should be able to see your inside vertices there. I hope this helps!
@@imgayareyou @Fross09 I was wondering exactly the same. It is mandatory to convert to mesh the hair, if you are working on a videogame model? Thanks a lot.
Thanks a lot for this tutorial. It's not just I get to learn how to model non-particle emitter hair strands in the simplest and flexible way, I now finally know what the Taper and Bevel Object boxes do on the Curve tab.
as a blender nerd, this is an incredible method at doing this, great video, it's far more satisfying to do, it's worth the extra work at the start because it's easy to be happy with what you make using this method, bravo,, my favourite hair modelling video yet.
Thanks to this video, i've acctually rendered out an image that i like and looks fairly decent. After months if trying - mostly with Particles- and not getting the result i wanted and it taking ages to render. This took me about 90 mins from opening Blender to full render. The render its self took just over 5. Particles woukd have been nearly 20
You're so good! I was just scrolling through TH-cam to see what I can do with the program and then I found yours. Instantly, I was convinced that this is my favorite program. Now I can't wait to work on a project and use these tips!
Awesome! I'm working on my first model and I'm doing it by polygon editing, needless to say it takes a looooooong time (almost 2hrs for the front hair/bangs but I'm really happy with the result). I'm definitely going to implement your handles!
This was the perfect video for me to make hair for anime style. Very well made. My only problem is, that the majority of such videos go for a non moving object, but I want to have this hair move in animations. Will need to work myself into achieving that.
thanks so much for your tutorial i was doing an anime character model and the hair tutorial is just not working out for me at all (i might try and do it again in the future) this seems perfect for what i'm trying to do. Thank you so much.
thanks for this tutorial, it was super helpful!! I'm working on my first ever character model and the hair was just not looking so good, but this helps a lot!! I think I might be able to finish the model now :D
You have some really mad skills man... Thanks for the tutorial ! I have been looking for something like this for a very long time. I cannot make as great hair styles as you but finally i can begin to train and i can finally put some hair on my characters ! :D
At 4:08, pressing s and y after selecting the bezier handles does nothing. I have median point selected just like in the video. Great video and that shouldn't stop me from following but I like to be able to follow exactly so wondered what it may be. I think the three dots button (manipulate center points) is what the problem was but I'm not going to recreate the situation to really find out.
Is there any way to apply simulation to it? If you want to animate something like wind in her hair, it’d be pretty difficult and time consuming. Be nice to have a simple style like this, but also combine it with the convenience of simulation.
Mannn you are amazing.. !!! Thanks for this amazing tutorial.. I was finally able to finish my characters fully.. Only problem was hair that i wanted to make.. and I had no Idea how would i do that.. and finally this tutorial of yours.. came out to be my savior.. I finally finished hairs of my characters.. Thanks a lot mann.. and if you have any patreon page ... mann.. would love to donate :D !!
I have the snapping feature on, with all of the settings as shown at 5:50 to , and am moving it by hitting "G" and holding down control, as by 6:00. However, the Z-axis of the object isn't rotating to align with the faces of the mesh. What's happening?
Donna Ahmed I was wondering the same thing. At the beginning he added an empty in the center and than he duplicates the hair strands, parents them to it and does something with the scale in the x axis, but I don‘t really understand 🤔
I know that this is a semi-old comment, all of this I'm saying can be easily googled and found so you can do this too. I would convert all curves to mesh, then rig each strand that you want to move / have some sort of physics added to it, like long bangs or the ponytails. UV unwrap everything and bake normals / AO maps / etc in your favorite texturing software (it can be done in blender, however I prefer substance painter). after that, you can combine all the meshes for the hair into one object, and apply a decimate modifier to the object and get it to the polys you want. This way you will have a lower poly mesh for the hair, but still have the high quality maps to apply to the hair once it's all said and done. A lot of people will do that method in zbrush for gamedev; they'll make a high quality sculpt in zbrush, bake textures, then apply it to the lower poly mesh for game optimization. Even if you've figured this out, I hope it helps someone! to go even further, you can remove faces from the hair mesh that wouldn't be seen (i.e., faces facing the actual head on strands that aren't meant to move). that will probably remove a lot of polys itself, too.
I got as far as "snapping" then ran into a roadblock. I have a mesh head, got my hair pieces all set up and ready to go, but snapping does not work. Using 2.79. Followed the directions to the letter. What am I missing? I have gone back several times now, meticulously checking to see if I screwed something up or missed a step, but I've done everything exactly. With the hair selected I click on the magnet, choose "face" then "active" and have the two icons on the end enabled. I press G to move the hair strand, holding ctrl....and no snapping is occurring.
When I get to Bez_TaperA and add it to the taper object it formed a large flat sand dollar looking object rather then the leach shape yo created that I need. It happened 2:53 in on the video. Im not sure what caused it.
great tutorial.... can you tell me if there is a way to "convert" objects created using bezzier curves into mesh?? to be abble to unwrap it!! Thanks a lot for the videos
This was very helpful and the effect is pretty reusable. You can really get some vastly different styles just by changing the base shape and taper. I'm trying to adapt this to lower poly modeling for use in video games but it's not easy. I feel like if I get a work flow going and figure out how to make the poly reduction look better it'll look better than poly constructed and be faster than trying to push polys around by hand. If anyone has any tips to make this more low-poly friendly I would appreciate it. Thank you!
I can't tell you how hard it was to find a hair video that wasn't a silent time lapse or so convoluted in methodology that it spanned 30 damn minutes. Thank you so much for making this
*spent way over*
Exactly
THANK YOU!
You are the first person to make this kind of hair tutorial that isn't stupidly complex or rely too much on the particle system.
I am an inpatient person who can't sit through 20 min+ tut vids. But I forced my self to sit through this one. And it was so worth it.
4:00 when he says "hit 'S' & 'Y'" he also hits 0 on the numpad after the green axis appears. this sets everything to zero.
thanks, got stuck at that point, rly helped me out
thank you!
it doesn't work for meee, it makes it into a ball shape
Thank you very much! i got stuck in this part and i didn't expect to find the answer in the first comment!
These kinds of instructions are what prevented me from learning to use Blender for a long time. Nobody ever explains what they're doing, why they're doing it, or what any of it does. I've seen tutorials (text and video) that literally say something like "press A B C D then X and blah blah then press B D G Y S and then..." and I'm just like *okay but what the hell does any of that mean or even do.*
Blender 2.8 added **proper** industry standard controls. That's the only reason I've been able to even learn to use Blender to the extent I have.
Probably the best non particle hair tutorial. Congradulations
You have no idea how long i have been trying to find a nice and easy way to create hair in Blender. This tutorial goes right at the top of y favorites! Thank you sooooo much!!
To turn hair to mesh, press alt+c and select "mesh from curve/meta/surf/text".
is there anyway to delete the internal vertices, caused by the clipping hair?
@@DrFross09 iirc--it's been a while--you can probably hit z to show the object as wire frame to locate vertices to delete them while in edit mode. Wire frame can get a little confusing, so at the menu bar near the bottom of the screen, there is a button (hover over it to see the name) "Limit selection to the visible". It is in between the face select button and proportional editing button. It will make your object see through in editing mode. You should be able to see your inside vertices there. I hope this helps!
@@imgayareyou @Fross09 I was wondering exactly the same. It is mandatory to convert to mesh the hair, if you are working on a videogame model? Thanks a lot.
thanks, i knew i will find my answer in the comments :D
2 years later and still helpful, Thank you so much!
Thanks a lot for this tutorial. It's not just I get to learn how to model non-particle emitter hair strands in the simplest and flexible way, I now finally know what the Taper and Bevel Object boxes do on the Curve tab.
as a blender nerd, this is an incredible method at doing this, great video, it's far more satisfying to do, it's worth the extra work at the start because it's easy to be happy with what you make using this method, bravo,, my favourite hair modelling video yet.
Thanks to this video, i've acctually rendered out an image that i like and looks fairly decent. After months if trying - mostly with Particles- and not getting the result i wanted and it taking ages to render. This took me about 90 mins from opening Blender to full render. The render its self took just over 5. Particles woukd have been nearly 20
You're so good! I was just scrolling through TH-cam to see what I can do with the program and then I found yours. Instantly, I was convinced that this is my favorite program. Now I can't wait to work on a project and use these tips!
This is exactly the workflow I've been trying to develop. You just made my day!
Thankyou! I was doing an anime hair and it was tedious to make just a strand and adjust each vertex to the head. You just saved my day!
I've been using Blender since 2.6 and I did not know about ctrl to snap. Awesome!
Awesome! I'm working on my first model and I'm doing it by polygon editing, needless to say it takes a looooooong time (almost 2hrs for the front hair/bangs but I'm really happy with the result). I'm definitely going to implement your handles!
Well if you use proportional editing this can also be comfortable, perhaps will add a tutorial about this.
It's one of the best tutorial for hair modelling. It's also looks like the easiest way do to it.
How nice. Got the same result just using polymeshes (but used to create the outlines first by extruding vertexpoints)
This was the perfect video for me to make hair for anime style. Very well made.
My only problem is, that the majority of such videos go for a non moving object, but I want to have this hair move in animations. Will need to work myself into achieving that.
This classic lives on. great stuff
Blender 2.8 Handle Type is now under "control points" in the menu at the top (hotkey is V.
Also right click mesh to subdivide.
Amen. You're the best blender tutor I've ever watched?
Great tutorial! The tip on bezier curves for hair strand shape instead of meshes is really a pro insight :)
awesome! now I can print my own 3d waifu.
humanity has come so far!!
And i can make my Senpai!!!!
HUMANITY HAS COME TOO FAR!!!!
I was wondering how long I had to scroll before someone mentioned making their own waifu xD
Ew
Beautiful! Love it. Definitely a must-see Blender tutorial for learning 3D Modellers.
Very informative! Understood the basic concepts within 5 minutes! Excellent tutorial.
thanks so much for your tutorial i was doing an anime character model and the hair tutorial is just not working out for me at all (i might try and do it again in the future) this seems perfect for what i'm trying to do. Thank you so much.
Thank you for tutorial! I think this is the best way to model hair in anime / cartoon style.
14:06 i recommend to people to color the scalp the same color as the underlying hair for this
This tutorial saved my life, thank you so much!!!
Sir when you duplicated the one side how did you flip it? ( 15:51 ) Thank you!
No
Select all, then hit scale and scale it to y then negative one.
Buttons (encase I wasnt clear lol): A, S, Y(twice), -1 (dash one)
I missed this when it came out, such a shame, as it is sooo good! Thanks Kent. Really incredibly useful.
My first blender tutorial, I guess it was a good start!
first!?
Great tutorial -- very informative and clear. Thank you! One question -- what about texture mapping and UVs?
I think you would have to UV unwrap after which would be pretty painful unless you could do it when you make the first one and duplicate
Thanks for posting this.I've really been struggling to make mesh hair,now I can make some progress...lol
Omg this helps me so much, this'll help me nail my character hair down! Thank you!
6:15 my lock of hair does "magnet" itself to the face, but does not rotate as in the video accordingly, and idea why? tnx forh the help!
This video is very helpful! I cannot wait to try it for myself. I like the model, wish I could download her!
thanks for this tutorial, it was super helpful!! I'm working on my first ever character model and the hair was just not looking so good, but this helps a lot!! I think I might be able to finish the model now :D
Atleast this is easier compared to some of the Blender hair tutorials out there...
Very clear and detailed explanations, thank you.
You are a life saver, bless your kind soul.
wow I liked it a lot, do you have a tutorial on this face? I really wanted to learn how to do it
awesome tip for the taper/bevel object, was able to quickly make cartoon hair that doesn't looks like banana peals xD
THIS!!! This a great tutorial! Between this and VRoid....excellence!!!! Thank you, CG Cookie, for your knowledge on this, and for sharing!
Blender Hair Pack available here:
blendermarket.com/products/ultimate-hair-pack
This is amazing, can't wait to get home and try it.
aint watched the whole thing yet, but it looks helpful, and the comments make it sound promising, so thanks for making this tutorial
You have some really mad skills man... Thanks for the tutorial ! I have been looking for something like this for a very long time. I cannot make as great hair styles as you but finally i can begin to train and i can finally put some hair on my characters ! :D
What would i need to use on the splines to animate them with physics? wind, gravity, movement etc.
Soft body physics might work for such geometry
Softbody physics will definitely work with beveled curves, search for "blender noodle physics" for a video tutorial.
@@doko3000 Spaghetti hair, sounds Delicious ^^
4:03 - im in edit mode, i have all points selected, i hit s then y and it doesnt scale the same way evenly. why not?
Sorry this is 3 years too late, but oh well, I've always been late.
Hit s, then y then 0, or s, 0, then y. It sets everything to zero, even field
What a neat tutorial, very well presented and great techniques!
You are a saving angel friend. Thank you so much for your wisdom.
At 4:08, pressing s and y after selecting the bezier handles does nothing. I have median point selected just like in the video.
Great video and that shouldn't stop me from following but I like to be able to follow exactly so wondered what it may be. I think the three dots button (manipulate center points) is what the problem was but I'm not going to recreate the situation to really find out.
I got a notification on my phone and could not wait to see this, great stuff thanks a lot.
How would you do a braid though? Then putting dynamic bones into that braid. Oh the questions.
I didn't expect hair to be so easy to make
I was using the skin modifier to do hair until now, but this is way waaaaaay easier to get smooth shapes from.
www.blendermarket.com/products/ultimate-hair-pack
What an awesome tutorial, exactly what I needed, thank you so much sir!
Its it possible to animate poly hair in blender? I barely find any information on it.
Yes shape keys
Not only shapekeys, it works pretty good with armature. You can check out hair of vrchat characters, they are also made using this modeling method.
Is there any way to apply simulation to it? If you want to animate something like wind in her hair, it’d be pretty difficult and time consuming. Be nice to have a simple style like this, but also combine it with the convenience of simulation.
this was probably one of the most helpful tutorials for me :3 thanks!
Mannn you are amazing.. !!!
Thanks for this amazing tutorial.. I was finally able to finish my characters fully..
Only problem was hair that i wanted to make.. and I had no Idea how would i do that..
and finally this tutorial of yours.. came out to be my savior.. I finally finished hairs of my characters..
Thanks a lot mann.. and if you have any patreon page ... mann.. would love to donate :D !!
At 3:16 what keys do I use to pinch the edges of the circle and manipulate them to and make them come together. Sorry I'm new to blender.
Dude, this is uber awesome !!! Thank you so much for sharing this. What a clever way to manipulate hairstyle :O Keep rockin !!!!
I have the snapping feature on, with all of the settings as shown at 5:50 to , and am moving it by hitting "G" and holding down control, as by 6:00. However, the Z-axis of the object isn't rotating to align with the faces of the mesh. What's happening?
How a texture this? Only way that i see, it us convert in mesh...or there possibly add a texturing or coloring lije in hair paricles?
How do you duplicate part of the hair to the other side as 28:48
Donna Ahmed I was wondering the same thing. At the beginning he added an empty in the center and than he duplicates the hair strands, parents them to it and does something with the scale in the x axis, but I don‘t really understand 🤔
5:45 can we at least use to draw the hair with a graphic tablet in the program ??
i love this style! How would you go about making it low poly and game ready?
I know that this is a semi-old comment, all of this I'm saying can be easily googled and found so you can do this too. I would convert all curves to mesh, then rig each strand that you want to move / have some sort of physics added to it, like long bangs or the ponytails. UV unwrap everything and bake normals / AO maps / etc in your favorite texturing software (it can be done in blender, however I prefer substance painter). after that, you can combine all the meshes for the hair into one object, and apply a decimate modifier to the object and get it to the polys you want. This way you will have a lower poly mesh for the hair, but still have the high quality maps to apply to the hair once it's all said and done. A lot of people will do that method in zbrush for gamedev; they'll make a high quality sculpt in zbrush, bake textures, then apply it to the lower poly mesh for game optimization. Even if you've figured this out, I hope it helps someone!
to go even further, you can remove faces from the hair mesh that wouldn't be seen (i.e., faces facing the actual head on strands that aren't meant to move). that will probably remove a lot of polys itself, too.
Man, you're so good at this. I hope I can get this good someday! Nice video btw, it helped me a lot.
Thank you very much and welcome to morocco
Very usefull video! I love it! Keep on the nice work!
Awesome technique! Thanks for sharing.
Is there anyway to make the Polygon count lower on this? It's way too much for an unreal Engine 4 game in example.
Absolutely!
Our Introduction to Game Asset Creation teaches how to optimize models for game engines. goo.gl/250EAW
Starting from 11:22 I had my mouth hung open till the end of the video, damn those skills man.
anyone know what the corresponding function are in blender 2.82 to the two button he pressed at 5:55?
dude just now diving into curves and holy shit they are so useful!!
great tutorial
I got as far as "snapping" then ran into a roadblock. I have a mesh head, got my hair pieces all set up and ready to go, but snapping does not work. Using 2.79. Followed the directions to the letter. What am I missing? I have gone back several times now, meticulously checking to see if I screwed something up or missed a step, but I've done everything exactly. With the hair selected I click on the magnet, choose "face" then "active" and have the two icons on the end enabled. I press G to move the hair strand, holding ctrl....and no snapping is occurring.
I'm having the same problem, did you manage to fix it?
@@ghosty1443 Unfortunately not. I was able to make some anime style hair but I had to manually shape the curves around the head.
Thank you! Your video helped us a lot!
When I get to Bez_TaperA and add it to the taper object it formed a large flat sand dollar looking object rather then the leach shape yo created that I need. It happened 2:53 in on the video. Im not sure what caused it.
Exactly what I was looking for Great Video
Right what I needed! Many thanks!
I like you. You get to the point instead of dicking around with "drop a like/comment/subscribe and blah blah blah."
update for 2.8?
Love your work man
Very nice technique, I like it!
Much needed,very well explained thank you,thank you,thank you!
Wow, this is also going to help me with Cinema 4D.....and this tutorial was ment for blender!
Absolutely LOVE this!!
this was super useful!! thanks for making it!!
wow!! thank you very much for share.
really good work. thank you :3
Great tutorial! Thanks!
Thanks , nice Model Cartoon-Style Hair
Huh, hadn't though of using splines. Now to figure out a similar way in Maya
4.08 hit sy to scale and align them..Doesnt align them..what am i missing?
You can align the rotation of the bevel by hitting CTRL T in edit mode.
cheers!
great tutorial.... can you tell me if there is a way to "convert" objects created using bezzier curves into mesh?? to be abble to unwrap it!! Thanks a lot for the videos
This was very helpful and the effect is pretty reusable. You can really get some vastly different styles just by changing the base shape and taper. I'm trying to adapt this to lower poly modeling for use in video games but it's not easy. I feel like if I get a work flow going and figure out how to make the poly reduction look better it'll look better than poly constructed and be faster than trying to push polys around by hand. If anyone has any tips to make this more low-poly friendly I would appreciate it. Thank you!
Thanks, great tutorial, I would love to see more of your tutorials on TH-cam, kindly can you please put more on TH-cam.
Hoooooolyyyy shiznit this looks awesome! just on time too xD
lol
vmo Brah I saw shit like this in zbrush but not blender. This is big! xD
+scott lee y do u think hes haveing a mental brake doun
awesome :) I really wanna try this :)
Jeez I was having brain fog on how to approach this, good thing I looked it up.