"takes me 2 weeks for this one" well fuck, I thought I could do this shit in a day xD
@yangyiliu18605 жыл бұрын
great lesson I learned a lot. BTW, at 25:20 that ghosty artifact that Maya viewport renders can be solved by turning up the near-clip in your Camera settings.
@syllync.e4 жыл бұрын
at 46:00 it's the information I've been looking for. Thanks a lot for sharing those great experiences!
@ashleechan224 жыл бұрын
This is amazing! Creating polyhair because xgen is just too crazy for me to use at this time. I have more fun doing this. It looks just as good. Id like to know how you get the lighting and bump mapping done for it. The way the light passes through is incredible! Im creating hair cards from xgen generated planes.
@Sir_Loin_2 жыл бұрын
What’s xgen
@wikia9278 Жыл бұрын
@@Sir_Loin_ a feature for creating hair in maya
@YellowDogltd5 жыл бұрын
Just found this after it was recommended to us. Really insightful!
@junwoosong37103 жыл бұрын
1:13:40 baking, spline -> geometry
@CrusaderGabriel Жыл бұрын
Why didn’t I gave this one a watch a couple months ago… been procrastinating extremely hard a (personal project) character hair to the point i resculpted thrice (to add better anatomy details), retopologized twice and even remade clothes to adjust with the new shape, all because I feel working on hair is extremely hard and annoying and somehow my brain doesn’t want to do it… Not saying this makes it easier, but saying it makes sense now and should really give it a serious try now, after getting all these pointers
@ConstantineTvalashvili5 жыл бұрын
Super useful materials! thanks for sharing!
@morin66614 жыл бұрын
Thank you so much for sharing this with us :D
@jalvarez68423 жыл бұрын
Is it okay if I convert the xgen hair I generated to geometry in preview output? And bake it
@anvekarakash2 жыл бұрын
great video
@jannisk.54025 жыл бұрын
Really amazing insights! Thanks a lot for sharing!
@annecalamuccimucciart15795 жыл бұрын
Thanks for this video! Its really helpfull
@yarosyari35162 жыл бұрын
Can I see download link for unreal material shader of that hair?
@fluidfox14364 жыл бұрын
Lots of useful tips here
@xnet-pvzok7283 жыл бұрын
54:00 how long does it take to create hair
@Shige22132 жыл бұрын
is this course still relevant? , quite old now
@Polytricity4 жыл бұрын
I made a tool called Hair Strand Designer to skip a lot of this kind of workflow, check it out on Artstartion. www.artstation.com/robertramsay/store/j7PY/hair-strand-designer-v1-287
@IINesasta4 жыл бұрын
So what is the ring shaped hair for?
@iDrawWithPencils4 жыл бұрын
33:10
@crimsonBen5 жыл бұрын
i was wondering what material he uses as a base for the hair in unreal?!
@Aussie.Owlcoholic4 жыл бұрын
He answers that in the video, he uses the built in hair shader replicating what is used in the digital human showcases but simplified
@yarosyari35162 жыл бұрын
@@Aussie.Owlcoholic Can I see download link for that shader of this hair?
@Aussie.Owlcoholic2 жыл бұрын
@@yarosyari3516 You can download the digital human showcase if it's still available, and just check how they did it. I'm not sure how different it is to metahuman's latest shaders. But either way, you have options.
@benhardwiesner69635 жыл бұрын
I cant tell if thats Frøya or Lagertha in those references
@sanjayk24444 жыл бұрын
lagertha
@keithparker56255 жыл бұрын
He says that Unreal doesn't use normal maps...But I know that Unreal engine does use normal maps...How old is this interview?
@coreykinard17835 жыл бұрын
Unreal 4 does in fact support normal maps, however the hair shader that Epic includes does not.
@keithparker56253 жыл бұрын
@@Sundermind so in other words certainly not before unreal used normal maps.
@keithparker56253 жыл бұрын
Perhaps the comment was meant to say that they didn't use normal maps for hair specifically?
@1GamersRewind3 жыл бұрын
@@keithparker5625 I mean it's not really hard to infer that. The video is specifically about making hair.
@petertremblay37255 жыл бұрын
I work in the capital of video games and not a single studio i know can afford to put that much time in hair work.
@Kinkoyaburi4 жыл бұрын
What would be considered capital of video games? L.A.?
@petertremblay37254 жыл бұрын
@@Kinkoyaburi It always has been Montreal!
@ProjectShinkai3 жыл бұрын
i think it depends on the game. the main character of a new triple a franchise would be ok. they used that for lots of promotions and to sell the game.
@1GamersRewind3 жыл бұрын
I think this explains why hair usually sucks ass so hard in video games.
@umpaumpaify6 жыл бұрын
I thinks Houdini,especially with 17 version will be more prefer for that.)
@TheIcemanModdeler6 жыл бұрын
Only if it automates the process more, putting each card individually and using deformers is super tedious.
@umpaumpaify6 жыл бұрын
@@TheIcemanModdeler,it was more easier and automatically even in early Houdini versions. For example: vimeo.com/209021576 vimeo.com/219374803 With 17 version there is special tool for it.And no need in custom setup and asset,so now it is more pretty easy.
@TheIcemanModdeler6 жыл бұрын
@@umpaumpaify Thanks for sharing, will check those links out, also looked around and found the placer node for Maya Mash that has a lot of flexibility. kzbin.info/www/bejne/h5OVi3qXZa91pNU
@umpaumpaify6 жыл бұрын
@@TheIcemanModdeler i left Maya 5 years ago,used it for about 10 years. When even with soup-dev www.soup-dev.com/ it stopped satisfy me and i saw that it is not so powerful software for my tasks. Now i deeply know that Houdini is the king of the hill. Mash is a toy for kids,what are u talking about. p.s sorry for my english
@umpaumpaify6 жыл бұрын
@@TheIcemanModdeler Now Maya has turned into a monster, bought some tech there and something there. All parts of which do not work well with each other.