Maya XGen for Beginners | How to create fur with XGen Interactive groom tools: Cute Bird Model |

  Рет қаралды 6,752

Sunit D Rozario

Sunit D Rozario

Күн бұрын

Пікірлер: 18
@franciscaloreto1572
@franciscaloreto1572 4 ай бұрын
Awesome tutorial! Thanks man!Do you know if the interactive xgen support UDIMS textures ? :0
@sunitdrozario
@sunitdrozario 4 ай бұрын
Hi, Thank you so much, I am glad you liked it 😊. I think XGen Interactive Grooming doesn't directly support UDIM textures natively within the tool itself. However, you can still use UDIM textures in your workflow by manually assigning them in your renderer. For example, if you're using Arnold Renderer with Maya, you can assign UDIM textures to your groomed geometry by specifying the appropriate file paths in the shader network or using a texture node that supports UDIMs.
@heykeyo9939
@heykeyo9939 18 күн бұрын
Hi again! I fear I have another problem :'D, so the fur is done but I have to pose the model for rendering. I won't be doing rigging because is not what they want me to do (also the deadline is near). Do you know how could I move the fur with the model? I have to mention that I'm using a scalp because they teached me that way, but I think it might be more problematic...
@sunitdrozario
@sunitdrozario 17 күн бұрын
Hi @heykeyo9939, No worries, I’m happy to help! Since you're using a scalp for the fur and won’t be rigging the model, you can still move the fur with the character by using a skin binding or parent constraint method. Here’s what you can do: Skin Binding: You can bind the scalp (and fur) to the model using basic skin weights. This way, as you move the character, the fur will follow the underlying geometry without needing a full rig. Parent Constraint: If your character will be in a static pose or with minimal movement, you can also use parent constraints to attach the scalp to the model. This can be quicker and easier depending on your deadline. Feel free to reach out if you need more detailed steps, and all the very best with your project! 😊
@heykeyo9939
@heykeyo9939 17 күн бұрын
@@sunitdrozario Thank you for answering :') You are saving my final project... In the skin binding method both scalp and base model has to have the same UVs? Because the base model is using UDIMs, while for scalp I made all textures to fit in only one of it for texturing the fur... And in the parent method, I tried to parent the scalp and it works but the fur doesn't move at all, I don't know if I have to do something more before parenting. Thank you again :'D
@sunitdrozario
@sunitdrozario 17 күн бұрын
@@heykeyo9939 Regarding your question about the skin binding method, it's generally best for both the scalp and base model to share the same UV layout for optimal results. If your base model uses UDIMs, it might complicate things, as the scalp's UVs need to align properly with the corresponding texture maps. You might consider adjusting the UVs of the scalp to match the UDIM layout or create separate textures that fit within that framework. As for the parenting method, if the fur isn't moving with the scalp after parenting, make sure that the fur is properly weight painted and that it's correctly assigned to the scalp's vertex group. Additionally, check if the fur is set to follow the scalp's transformations (like scale and rotation) in the object properties. Here’s how you can ensure the fur follows the scalp’s movement: Parent the scalp to the model as before (select the scalp, shift-select the base model, and press P). If the fur isn’t moving, it's likely because it's not bound to the scalp correctly. For XGen or similar fur systems, ensure that the fur or guide hairs are bound to the scalp’s surface. Open the XGen Editor and check that the fur guides or descriptions are linked to the scalp. If the guides aren't following the scalp, you may need to reassign the scalp as the bound surface in the XGen settings. Here's how you can do that: Go to Windows → XGen → XGen Editor to bring up the XGen interface. In the XGen Editor, make sure you have the correct Description (the fur or hair setup) selected that you are working with. Look for the Preview/Output tab within the XGen Editor. In the Bound Mesh section, make sure the scalp mesh is selected. This tells XGen which surface the fur should be bound to and follow. If the scalp mesh isn't assigned or is incorrect, click the button next to Bound Mesh to select the correct scalp geometry. This ensures that XGen knows the scalp is the surface the fur should be attached to. Sometimes, after reassigning the bound mesh, you may need to regenerate the guide curves to ensure they properly follow the surface. You can do this by selecting the guides and using the Rebuild option in XGen. After ensuring the guides are linked to the scalp, move the scalp or base model and check if the fur follows. The fur should now move with the scalp. I hope I have answered your question. If you have any other questions, feel free to ask me anytime. I will be more than happy to answer your questions.😊
@heykeyo9939
@heykeyo9939 17 күн бұрын
@@sunitdrozario I fixed that, was a minor detail I couldn't noticed... May I ask why patering would work? Because if I want to move the whole model it can be easily done by that method, but if I just want to move some faces (like the whole leg or any other part), it can't be done by parenting, right? There isn't another way except binding I fear... And I can't do that :')
@sunitdrozario
@sunitdrozario 16 күн бұрын
@@heykeyo9939 Glad you fixed the issue! Let me clarify why parenting works in some cases but has its limitations. Parenting links the entire transform node of one object (like the scalp) to another (XGen hair). This means that any full-body movement will apply to the hair, which works great for moving the entire model. However, if you're trying to move individual faces or specific parts of the geometry (like just a leg or arm), parenting won’t work because it doesn’t account for vertex-level deformations. If you want an approach without binding, one method you can try is using a deformer-based setup. Here’s how it works: 1. Wrap Deformer: You can use a Wrap Deformer to connect the XGen hair to the base geometry. A wrap deformer allows the hair to follow the deformations of the mesh without needing to bind it. It can track specific areas like the face or limbs, following them as they deform. Here are the steps you can follow: Select your base geometry first (e.g., scalp or mesh where the hair is placed). Then, select the XGen guides or description. Apply the Wrap Deformer from the Deform menu. 2. Blend Shapes for Specific Areas: If you're dealing with localized movement (like just a leg or face), using Blend Shapes for the model while leaving the XGen hair parented can work. You can sculpt the shapes that you need to adjust and apply them to your model. The hair will follow the parented geometry’s transformations and still remain in place for more general body movements. 3. Rigid Bind with Cluster Deformers: Another option is to use Cluster Deformers on certain areas of the mesh (like the leg or arm) and parent those clusters to the joints. The XGen hair can then follow that localized movement as the clusters handle the deformations. These methods offer flexibility in managing movement without needing to dive fully into skin binding. I hope these methods will help you. If you have any other questions, feel free to ask me anytime. I will be more than happy to answer your questions. 😊
@heykeyo9939
@heykeyo9939 Ай бұрын
Thank you! Can I ask if you can make the fur colors based on the texture from the model? To clarify, I'm creating a wolf model from a game called Okami! That wolf have white and red colors on their model, can I do the fur that way, too?
@sunitdrozario
@sunitdrozario Ай бұрын
Hi @heykeyo9939, Yes, you can make XGen fur colors based on a texture from the model. To achieve this, you can connect a texture map to the XGen description’s color attribute, which will allow the fur or hair to inherit colors based on the underlying model’s texture. Here’s how you can do it: Ensure your model has a UV map, and the texture you want to use for coloring the fur is applied to the model’s material. To assign the Texture to XGen: Open the XGen Editor > Select the description that you want to apply the color to > In the XGen Description Editor, go to the Preview/Output tab > Under Primitive Attributes, find the Color attribute. Now to connect the textures: Click the small checkerboard icon next to the Color attribute, and select File > In the File Node, browse and select the texture you are using on your model. You may need to adjust the color balance and other settings depending on how the texture is mapped and applied. Once the texture is applied, XGen will use the color information from the texture to drive the color of the fur or hair. You can preview the results in the Viewport. Then you can fine-tune the texture mapping, fur length, or other properties to ensure the color distribution looks natural on the fur. This method allows you to transfer the color information from the texture to the fur, giving a more realistic and integrated appearance. I hope I have answered your question. If you have any other questions, feel free to ask me anytime. I will be more than happy to answer your questions.😊
@heykeyo9939
@heykeyo9939 Ай бұрын
@@sunitdrozario Thanks a million times
@sunitdrozario
@sunitdrozario Ай бұрын
@@heykeyo9939 You're very welcome! 😊 I'm so glad the tutorial was helpful for you, especially as you're just starting out with grooming. Don't hesitate to reach out if you have more questions or need further guidance-happy to help anytime! Best of luck with your grooming journey! ✨
@marionrapisarda6612
@marionrapisarda6612 4 ай бұрын
Thank you for the tutorial May I ask you how to convert it into polygons? Thank you
@sunitdrozario
@sunitdrozario 4 ай бұрын
@marionrapisarda6612 Thank you. I am glad you liked it. To convert XGen hair to polygons, in the Outliner or the XGen Editor, select the XGen description you want to convert. Then go to "Generate" on the top menu bar, and under that you will find "Convert XGen Primitives to Polygons". Click on that then a option box will open. From that option box, only make sure "Combine Mesh" option is turned on. And keep rest of the settings as default. What "combine mesh" option does is, it makes all the hair in one single polygon. If you don't turn on "combine mesh" option, then it will create every single polygon out of every single hair. After that click on convert. This will create a new polygon mesh based on your XGen hair description. Once the conversion is done, you should see the new polygon mesh in your scene. You can further tweak or refine this mesh as needed. I hope I have answered your question 😊. If you have any other queries, please feel free to ask me.
@devsingh6405
@devsingh6405 10 ай бұрын
How you made your portfolio can you pls support me, I am very new for that. Thanks 🙏🙏
@sunitdrozario
@sunitdrozario 10 ай бұрын
Creating a portfolio for 3D modeling is essential to showcase your skills and attract potential clients or employers. Choose Your Best Work. Select a variety of your best 3D models that demonstrate your skills and versatility. Include a mix of personal projects and professional work, if applicable. Arrange your work in a logical order. You might organize it by project type, style, or complexity. Consider creating separate sections for different types of 3D modeling (e.g., characters, environments, objects). If possible, include progress shots or breakdowns of your work. This can showcase your workflow and attention to detail. Showcase a range of projects to demonstrate your ability to handle different styles and challenges. Include wireframes, textures, and renders to showcase your modeling, texturing, and rendering skills. Include a clear way for potential clients or employers to contact you. This could be an email address or a contact form. Keep your portfolio up to date with your latest work. Remove outdated or weaker pieces to maintain a high-quality presentation. Hopefully I have answered your question 😊. If you have any other queries, please feel free to ask me.
@devsingh6405
@devsingh6405 10 ай бұрын
Thank you Soo much!!
@sunitdrozario
@sunitdrozario 10 ай бұрын
@@devsingh6405 Your welcome😊
Lighting in Arnold for Maya | Lighting Tutorial
18:37
Brent Le Blanc
Рет қаралды 272 М.
Watermelon magic box! #shorts by Leisi Crazy
00:20
Leisi Crazy
Рет қаралды 118 МЛН
А что бы ты сделал? @LimbLossBoss
00:17
История одного вокалиста
Рет қаралды 9 МЛН
小天使和小丑太会演了!#小丑#天使#家庭#搞笑
00:25
家庭搞笑日记
Рет қаралды 59 МЛН
Exterior Scene Realistic Rendering | D5 Render 2.7 Tutorial #1
26:49
Elevated Archviz
Рет қаралды 32 М.
Волосы xgen
25:13
Yurii Rozhenko
Рет қаралды 1,3 М.
Arnold Groom + texture Xgen Maya (not interactive method)
16:31
David “3djDavid” Vivanco
Рет қаралды 13 М.
Quickly Make Fur in Maya 2020: xGen a Shaggy Rug
10:10
Academic Phoenix Plus
Рет қаралды 40 М.
How to Create Realistic Fur in Maya / Arnold
24:40
Arvid Schneider
Рет қаралды 43 М.
Create Fur in xGen using Maya 2022
15:54
Academic Phoenix Plus
Рет қаралды 58 М.
Fast Fur Guide Placement - Maya/Xgen
12:37
Omar Hesham
Рет қаралды 96 М.
Watermelon magic box! #shorts by Leisi Crazy
00:20
Leisi Crazy
Рет қаралды 118 МЛН