Cool thanks. Maybe as a tip: when adding new hair, better use the interpolate options in the add tool. This way the new hair particles will be roughly the same length and shape already as the surrounding ones and you don't need to start combing them from scratch.
@maloxi14725 ай бұрын
Nice ! would be even faster and more realistic with the new hair system 😊
@ErhuMaster2 жыл бұрын
Easiest and the most useful tutorial to follow compared to other tutorials!
@MrPaulowilliansАй бұрын
I'm having trouble getting these meshes together and when moving the original mesh the eyelashes also move in the shapekeys. Is it easy to attach this silicon emitter to the base mesh of the head?
@Zertox3D2 жыл бұрын
Amazing tutorial. Super underrated
@Muhammad-Jacobs6992 жыл бұрын
Perfect timing! I was just about to search Eyelashes tutorial then this popped up in notifications!
@donianggara53492 жыл бұрын
Same with me
@azizrender Жыл бұрын
how to animate eyebrows & eyelashes? i applied weigh paint painting but the hair particle system does"not follow when I move eyebrow bones..
@aleszol2 жыл бұрын
Thanks! I have a question: how to pose the character afterwards? I mean, I got the eyelashes separated from the head, but when I pose the parenting is not working.
@orplecgstudio-aliaksandrts30345 ай бұрын
Great tutorial! So easy to understand and make eyelashes after watching it ! but how to mirror it to another eye? WHen i do miror it crashes ...
@M90-b5w2 жыл бұрын
Great tutorial! Thank you so much!
@popi92762 жыл бұрын
AMAZING! THX TEACHER!
@winstarxKL20002 жыл бұрын
one again thank you bro
@gamekyuc2 жыл бұрын
Thanks, so cool
@alwaysyouramanda2 жыл бұрын
This is incredible!! Thanks!!!
@n0re1 Жыл бұрын
Hey, thanks for an awesome tutorial, I've learnt a lot. I'm very new to blender so hopefully this will be a noob question and an easy fix ;) I've followed your brows tutorials and added a material to the eyebrows with a color. No problem, it worked fine, the brow hair got the correct color. I did the exact same thing for the eyelashes (and if I'm not mistaken, the process you use in brows and eyelashes is exactly the same), but the material gets applied to the whole painted area (and lashes too). I've turned Emiter off in the render tab, duplicated the collection, restarted the software just to make sure it's not a bug... any ideas where that might be coming from? Many thanks!!
@ozzy1243 Жыл бұрын
Same issue here. The eyelashes are white.
@ozzy1243 Жыл бұрын
Hey. I found the solution: Material properties > Change base colour to black etc. Particle Properties > Render > Render as Path, choose Material.
@vattensheep6006 Жыл бұрын
@@ozzy1243 you legend
@Jayy8Bit Жыл бұрын
@@ozzy1243 Thank youuuu
@doodledog5080 Жыл бұрын
@@ozzy1243having the same issue but my materials won’t show up in the drop down tab :(
@WillywonkaHC2 жыл бұрын
So doing this with a proxy mesh, won't it make it harder to animate as you'll have to account for two meshes? Might as well add the particles to the basemesh? What am I missing.
@noaburr2 жыл бұрын
When adding particles to the base mesh you'll be working with the lower poly, unsubdivided version, so it can be difficult to get clean weight painting that doesn't look jagged. To work around this, the method I use is to assign 1.0 weights to the *general* area and use that for the density in the Vertex Groups section. Make it bigger than the shape of the brows themselves. (Using brows for this example) Below that, in the Textures section, you can then refine the area using an image texture as a mask. Using the eyebrow example, this is where I'd paint the actual shape of an eyebrow. You can use the image texture (or multiple, layered) to drive density, size, length, clumping etc. the same way you would with weight painting. Just remember to set the texture coordinates to UV rather than Generated which it's on by default. It's a bit more work, but it's more modular and less destructive. You can have a very high resolution mask without increasing the poly count of your scene. You can also do it before you fully finalize the mesh. If you do use separate meshes, they should still animate correctly if you separate them from the base mesh, as they still have the same armature modifier and weight painting as the original. The main issue is that you have to apply subdivision to get clean, smooth weight painting, and any changes to the base mesh won't be automatically reflected in the emitter meshes.
@WillywonkaHC2 жыл бұрын
@@noaburr Thank you for taking the time to give a in-depth response. I've been pondering this for a while, so I really appreciate it. The weight painting method is attractive. I've been adding the hair manually to my low poly mesh so far. Doing it your way, it is definitely more modular and less destructive, I love that. My issues so far with adding hair to the base mesh, is that it will immediately be destroyed if I do any changes to the topology. It just bricks all grooming. The upside seems to be that the hair will deform properly with the base mesh, with seemingly less work. My worry with having a proxy-mesh is that it will deform wrong, and the hair will be seen as "drifting" during deformation. Another worry is when doing corrective shape keys, or shape keys in general. How do i keep it 1-to-1 across both meshes? Like when you make a shape key for eye-blink. Keeping the eye lashes consistent seems hard. I haven't gotten to this problem yet, and tested how I would solve it. It does seem like a potential road-block. Also getting the weight painting to match if you're doing it as a last step is more work, but seems much easier than the other problems, so I'm not too worried. Another question, if you feel like answering. If you have added hair to the scalp of a character, add interpolated children, then split the hairline in the middle, you end up having children behaving poorly. The interpolation adds hair in between the hairs on opposite sides of the hairline, which makes some of them pierce through the skull and so on. Of course a fix to this would be to add separate particle systems, and designate them to different zones on the head. But, I've seen in Cinema4D they have something called region control / region mask, which specifically tells the software which children belong to which parents, and what region. Is there anything like that in blender? What I really want to know I suppose is how to control the children better. They are very chaotic, and are constantly intersecting the mesh. Hell, I've been dying to learn more about hair, so if you know any advanced tutorials, books or guides, let me know. Once again, thanks. I'll go with the proxy method, and see how it works out!
@noaburr2 жыл бұрын
@@WillywonkaHC I'd definitely not consider myself an expert in hair particle systems, just someone who has found what works for them. One thing I like about my method is that I can retopologize my base mesh, get the proportions mostly right and then add the hair. As long as I don't remove/add vertices I can still move things around or add detail in sculpt mode without breaking the hair systems. Usually the bricking you're talking about happens when you add or remove geometry, but I have noticed they do (rarely) seem to become corrupted and break regardless vertex count changes. All you can really do is make sure to stick to a good routine of backing up your project regularly. While it's definitely more of an issue with using the base mesh as an emitter for all your particle systems, it mainly just comes down to workflow. Ideally particle systems would be the last thing you work on, after finalizing the character. In my case that's a rule I tend to ignore, as I like to constantly revisit older projects and improve them whenever I've learned something new or have new tools at my disposal. But if you have a consistent pipeline and you often finish projects, you'd definitely want to have particle hair near or at the end of that process. As for the hair parting issue, there is a section of the interpolated children controls (Part) that deals with that. I don't think you can assign regions to parent hairs, but you can limit the interpolation based on angle. I'd normally only use this if I have a character with a clean hair parting, but once you have the part where you want it make sure you manually add plenty of parent hairs on either side, groom them into place and increase the parting influence until it looks right. For resources I'd recommend CGCookie's "Human" course for beginners, although it's only a small section of the overall course. I watch a lot of hair tutorials, though I rarely ever follow along with them. Mainly just to absorb information and see how people approach common issues differently. One thing that definitely makes grooming in Blender less painful is the hair pack on BlenderMarket by VFXGrace. Specifically the 3D Hair Brush and Hair Extension Toolkit addons. 3D Hair Brush pretty much replaces all with vanilla Blender's hair tools with improved versions and adds new ones that should really be made part of the core software. Hair Extension Toolkit lets you save selections within a single particle system to reselect later (great for "splitting" hair into areas like bangs/parts/sides etc), combine multiple systems or transfer them across meshes.
@WillywonkaHC2 жыл бұрын
@@noaburr The proxy mesh works well for the scalp, as it doesn't deform. Eyelashes might be the one case where I'll add it to the original mesh, but I'll do as you say and wait until the end, and try both. Parting option helped! But I can't seem to find the limit interpolation by angle option. It seems easier to just add multiple particle systems here, if you have a clean parting like you said. Oh. my. god. those addons seem incredible! Definitely getting that shit :D Thanks! You've been very helpful! Appreciate ya!
@andrewscott9852 жыл бұрын
@@noaburr Indeed, a really in-depth answer. Thank you.
@LDK475 ай бұрын
I wish the comb worked that smoothly for me instead of pushing the lashes into the eyelids
@User10768 Жыл бұрын
why when i try to apply partycle system modifier hair disappear? or when i try to switch Hair Shape Type to Strip in render section all hair change (i mean eyebrow, hair and lashes all at once). i couldnt find any info, may be you could help me, please?
@マルコスですか Жыл бұрын
Hello! Could I ask How to rig this? The eyebrows and eyelashes of my character doesn't follow tye rig sistem
@ozzy1243 Жыл бұрын
Hi everyone. This guy made a better method for making these eye lashes "How to Create Stylized Eyebrows and Eyelashes in Blender, Clean & Simple (Ultimate Guide)" The method is the last one.
@AstralNostalgia Жыл бұрын
any possibility to convert of all those density partciles to a hair card game system ? thx
@sulphurous26562 жыл бұрын
Not sure if I'm using the wrong version of Blender or something but strip shape type rendering seems scuffed for me. They only show up as these 2d billboards that only face my direction with the scale completely whack. At least until I HEAVILY reduce the diameter root value.
@majumdarnabendu Жыл бұрын
make one using cycles sir please 🙏🙏for hair espically
@PixelicaCG Жыл бұрын
it should work for both cycles and eevee
@a_awake5 ай бұрын
You're probably having an issue with hair diameter. Go to Hair Shape and change the Root diameter to like 0.01 or 0.02. Tip = 0. Hope this helps.
@3duConstantino2 жыл бұрын
Thanks. How to make it follow the Eyelids animation? In case you would mention the Modifier Surface Deform, it only works with the Model in subdiv or low, not both.
@PixelicaCG2 жыл бұрын
Your welcome, sadly i don't know about this but for animation it might be better to skip the seperation part and keep the hair on the mesh itself but i'll probably find out about this.
@3duConstantino2 жыл бұрын
@@PixelicaCG Thanks
@HanSolocambo2 жыл бұрын
You've got to convert your hair to mesh like you'd do for fibermesh hair, hair cards, etc. Then rig those eyelashes to your bones like any other mesh.
@timothyonime81992 жыл бұрын
You may also be able to rig it by making your main object its parent. Select any number of objects you want, then use "Ctrl+P" to open up the parent menu. Hit "Set Parent to Object". This will parent all object to the "active object". The children objects will be able to move independently, but anytime you move the parent, the children will move with it. "Alt P" opens the clear parent menu to delete the link of parent and child.
@knackepizza24802 жыл бұрын
What material do you use for the eyelashes? Mine look terrible because there's no material associated with the eyelashes.
@ozzy1243 Жыл бұрын
Hey. I found the solution: Material properties > Change base colour to black etc. Particle Properties > Render > Render as Path, choose Material.
@wkdawlrq7 ай бұрын
thank you!!@@ozzy1243
@alifiofarras5648 Жыл бұрын
how to mirror it?
@ns0351Ай бұрын
I got one eye done and tried to apply the mirror modifier but it was ultra broken. I wasted so much time trying to make it work... I had to delete the edit on both emitters and apply the mirror, then set up the emitters and do the particle editing again.
@blomma43042 жыл бұрын
Great video! This might be a silly question, but can this particle system be converted into a mesh if it's going to be used in other programs like vrchat ? or for a facetracking system ? or can it be used just as it is ? I would love for my characters to have this detailed hair and eyelashes, but I'm unsure of if I should use it if it doesn't work outside of Blender. I guess the polygon count is really high for such detailed eyelashes ?
@theluckyking3 Жыл бұрын
under modifier properties tab theres a big button that says convert to mesh, just click that
@saeedallaoui Жыл бұрын
all i needed was that shrink option and i couldnt know how will i make them small at those corners
@bokekproduction74732 жыл бұрын
i still dont really understand how hair particle work. i mean after adding particle, do we have to do anything to make it a bit performance friendly? like maybe bake it or something. because i tried to animate my character that have a hair and it didnt work because its really laggy
@PixelicaCG2 жыл бұрын
I personally don't have that much experience in making it animation friendly but less steps makes it lighter obviously and if you wanna use the character for game engines and stuff i recommend hair cards for much lighter results.
@bokekproduction74732 жыл бұрын
@@PixelicaCG owh thanks, i think you just gave me the best option with hair card
@leonegan2704 Жыл бұрын
hello i can't render with cycles when i use this method pls help me
@a_awake5 ай бұрын
You're probably having an issue with hair diameter. Go to Hair Shape and change the root diameter to like 0.01, tip to 0. Hope this helps.
@leonegan27045 ай бұрын
@@a_awake thanks alot
@nikkisaha88302 жыл бұрын
The way you said peace in the end was so lit 🔥 love your videos 💕
@QuantayPeoples Жыл бұрын
When i try to change it to interpolated hair nothing happens to the hair...so frustrating
@Slxdouu Жыл бұрын
Can we import it into maya?
@_casg Жыл бұрын
How do I turn this eyelashes into alpha cards
@bomb73882 жыл бұрын
Don't stop posting please
@GauravKumar-vy4hg2 жыл бұрын
R u using hair addon
@anoobis7772 жыл бұрын
can you export eyelashes created this way?
@AmirKhan-jd4tm6 ай бұрын
How to Export It
@mathajar95632 жыл бұрын
bro please explain how you makae cloth like in your sclupting timelapse video
@PixelicaCG2 жыл бұрын
I have something in mind for that :D Stay tuned
@mathajar95632 жыл бұрын
@@PixelicaCG cool you are the best bestiee :)
@therealgeorgiadacosta93202 жыл бұрын
Can you please help me? I was able to duplicate it but I can't mirror it. No matter which I press either X Global or X Local, there was no reaction whatsoever
@PixelicaCG2 жыл бұрын
Make sure your your eyebrow plane origin is in center, if it's not in center or somewhere else it would not mirror correctly, if it's not center, select your head hold Shift+S then Cursor to selected and after that select your eyebrow plane and right click > Origin to 3D Cursor, it should mirror fine now
@therealgeorgiadacosta93202 жыл бұрын
@@PixelicaCG Thanks for getting back to me. I will try that
@DWQMusic2 жыл бұрын
Everything works perfectly until I go into rendered view, it all turns into a black blob, any ideas on why? Does this only work in Eevee perhaps?
@АнатолийРогожников-л7ь2 жыл бұрын
You need another tutorial like this kzbin.info/www/bejne/rZq8nGN_aMSrqdU&ab_channel=RicoCilliers
@Adoof_3.02 жыл бұрын
Cycles is better for hair rendering tbh so whenever you have a hair particle in your char it is much better to render with cycles
@a_awake5 ай бұрын
The scale of the hair diameter is off. Go to Hair Shape and change the Root Diameter to something small like 0.01 and tip to 0. Should look better. Its a scale issue.
@cgichecklist60052 жыл бұрын
I wish this tutorial should have been posted before I make my short film. ' REDEMPTION' coz My character has one of the worst eyebrows and eyelashes ever..
@klayer8 ай бұрын
didn't mention mirroring proccess
@am3lialily2 жыл бұрын
0:56
@prasadkathare2258 Жыл бұрын
use pngs instead ,looks same anyway
@ozzy1243 Жыл бұрын
1. You didn't explain how to make the material that hairs are coming from transparent. 2. You didn't point out how to make the hairs black in render