Turning Fibermesh into Game REady Hair In Zbrush 2018 Grooming Fibermesh Tutorial: • In depth Fibermesh tut... Get My Grooming Brushes, Hairstrip Setup for Fibermesh, And Menu for free here: cubebrush.co/rodesqa/products...
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@HiredGunGames5 жыл бұрын
To anyone trying to convert to BPR you don't need to do this. Just export the Fibermesh the way you would export one of your subtools and it should be fine. :)
@alancastro56965 жыл бұрын
thank you very much for answering me but I still do not understand how to do that part
@mikart3d4 жыл бұрын
@@alancastro5696 you can also make it a polymesh 3D and export ;)
@callmecraig30465 жыл бұрын
I'm convinced that KZbin is the best place to learn anything on the internet ever. I have yet to fail finding extremely talented people willing to share their knowledge and school the rest of us. Thank you.
@HiredGunGames5 жыл бұрын
I'm glad ")
@mikemarsyada30465 жыл бұрын
Another top notch tutorial. From zero to hero in 18 minutes and 24 seconds. Thanks for sharing your techniques and knowledge.
@HiredGunGames5 жыл бұрын
No problem I'm glad you found it useful :D
@arturzyn5 жыл бұрын
first time i see a decent hair tutorial in zbrush thankyou for the tutorial and keep rocking
@trashcraft13385 жыл бұрын
All your videos are unique and you feel, at which point people will struggle.Great tutorials man keep up good work.
@RavyStudios5 жыл бұрын
great tutorial thaught I have to mess up with my hair curves in Maya to turn it into hair cards. Really great and easy way will speed up my workflow a lot. thanks, rodesqa :)
@ilustradsn5 жыл бұрын
Thank you so much for the tutorial and the brushes ⭐️⭐️⭐️⭐️⭐️🙏🏻
@HanSolocambo4 жыл бұрын
So awesome. Great tutorial mate. Thanks !
@michaellugo13515 жыл бұрын
Thank you so much man you've been a major help
@lucianozenzo5 жыл бұрын
Great Tutorial! Thanks for sharing your knowledge!!!
@marcosgallidebona3 жыл бұрын
amazing tutorial!
@BrianLife5 жыл бұрын
WOW! Golden nugget Haircut at the end!!! OMG!
@meganfisher8315 жыл бұрын
"I know there is a lot of tutorials that already do this" No, there really isn't. Not specifically this anyway, I asked this same question 3.8 years ago when I first started with Unity and just bought zbrush and gave up entirely, instead turning to other methods. You're a god.
@mhdnaderlabbad58874 жыл бұрын
you made Fibermesh so easy for us THX bro
@nategreyson60143 жыл бұрын
dude... duuude... this is amaaaazing... amaaazing!! (just tried it)
@igorkmn85665 жыл бұрын
Awesome mate! Thanks a lot!
@johnc0n0r875 жыл бұрын
U saved my game . amazing
@alancastro56965 жыл бұрын
how did you do that step so that the alpha of the lock has another color instead of White?
@yongsavya95064 жыл бұрын
After finish can we use it with iclone and make at soft hair ???
@GnaReffotsirk5 жыл бұрын
Hi, is there a way we could grab a hold of the hair texture you are using in this demo?
@TheRainizHere5 жыл бұрын
i could use this in Daz Studio as well?
@DutchDread6 жыл бұрын
Ok, so I'm able to create a good looking hairstyle with polyfiber, I am able to use nhair in maya to generate a nice working hairstyle from the curves I exported from that fibermesh. But is there a way to go from that TO having hair cards that I can actually use in real time?
@erikbrossman69686 жыл бұрын
Hi, is there a way to use fibermesh and turn it into a stylized solid hairstyle suitable for 3d printing?
@lawrence25983 жыл бұрын
Hey, thank you for the tutorial! I was wondering what was the next step to get the hair to animate? should it be rigged with bones? I'm guessing each individual stip should have one?
@DividedSixtime3 жыл бұрын
Thank so much for your knowledge!!
@visuart3 жыл бұрын
I’ve seen your tut a couple of times and it’s been really helpful, I’m just unclear about the “boom” part... is there a way to automate uving so that when you import to maya for instance I can just connect the texture and boom! Does that happen when you convert bpr to geo? I don’t wanna be creatin uvs and adjusting textures after exporting from zbrush. Much thanks, really appreciate it
@KRGraphicsCG3 жыл бұрын
Dude, I gotta mess with this method... I've been using Modo and the Geo from curves plugin, and while it's nice, I get to stay inside of Zbrush.
@Paintedbynurgle Жыл бұрын
how could you go about exporting this and uv'ing it for say substance etc?
@masterfar353 жыл бұрын
Your are the best!
@8304u4 жыл бұрын
so this is the method that fromsoftware uses for making hair?
@DrGameTazo3 жыл бұрын
Instead of plane shape Hair.Is it possible that works with V-shape hair Card?? Set fibermesh Profile to 3 is triangle.But too much.....
@genlee23545 жыл бұрын
nice work ! I use this got nice hair style! Then how to keep same uv for every strip in maya ? and if i want to use different hair texture for diferent strip ?how to ? or all of these by hand one by one ?
@HiredGunGames5 жыл бұрын
Gen Lee hi there, in your uv menu in zbrush there will be the option to use "fiber uvs" which will automatically take them all and unwrap them filling the entire uv space and overlap them. if you want different textures you simply use this method on different clumps of hair groups unwrap them then move the uvs over the texture space in your textures. :)
@alexisdemetriades32925 жыл бұрын
I am not sure if I understood it correctly. It actually exports hair cards with the hair texture? :)
@aneebartist72074 жыл бұрын
Brilliant I love this type of artists . Thank you so much :)
@michaelmorrow99273 жыл бұрын
OK, So i am new to even attempting hair. How can you apply a hair card in zbrush. Like say first layer being the base then adding each layer up to the amount you have on your hair card. How would you assign those? I can only imagine the mess you would have using zbrush to make the uvs. Is there a way to do this in Zbrush ? then export your hair ready to go?
@gLympseaoHayou3 жыл бұрын
awesome
@harveylawrence96016 жыл бұрын
Awesome! Thanks so much.
@HiredGunGames6 жыл бұрын
no problem :D
@jacobrosa86745 жыл бұрын
Incredible tutorial, very helpful !!
@KRGraphicsCG6 жыл бұрын
THIS IS INSANELY COOL!! I tried doing this on my characters and I gave up because it was getting unwieldy to control... but you have renewed my faith in this technique... gonna try this on my Archmage beard and hair :)
@HiredGunGames6 жыл бұрын
Im so happy that you found this helpful! :D
@KRGraphicsCG6 жыл бұрын
Hell yeah... and I am going to do it on my Archmage now and give him a full beard... the hard part is that I will be using this in Unity so I have to make sure the triangle count isn't too crazy
@HiredGunGames6 жыл бұрын
Yeah, i actually found out that if you see your points are at 38k like mine were they actually ended up being like 10k lower than what that said. I think the reason why my computer was slowing down was because i actually had several Hairstyles already in that project and it was being heavy
@KRGraphicsCG6 жыл бұрын
And I didn't know you can cut the hair... I've been trying this for YEARS!
@HiredGunGames6 жыл бұрын
Kashif Riley in going to also make another video about fiber mesh with morph targets ;) but shhhhh don't tell anyone
@nxtlvl21166 жыл бұрын
sub if u can show us how to create it in xgen ! there are a lot of tuts but it's bad if u know some good one can u link it below
@Ngomes0076 жыл бұрын
How would you make a mohawk with hair cards
@HiredGunGames6 жыл бұрын
Probably in the same fashion you would make short and long hair strips just facing each other :) so more combed towards each other
@MrAhoyGaming4 жыл бұрын
Hi, awesome tutorial man and i was just wondering how do i instal all the brushes, hair material and the custom UI ?
@inolin56674 жыл бұрын
First of all, place all brushes in the path below: Program Files\Pixologic\ZBrush 2020.1.3\ZStartup\BrushPresets, Secondly, you can use his customize UI through "in Zbrush" Preferences -> Config -> Load UI and select CustomUserInterface2018.cfg. Thirdly, enjoy it.
@MrAhoyGaming4 жыл бұрын
@@inolin5667 Thank you :)
@pavinivfx5 жыл бұрын
Save my character. You got my like!
@egorsenin8215 жыл бұрын
Please tell me how i can instal that brushes interface?
@HiredGunGames5 жыл бұрын
Drag the brushes into your (Wherever you installed Zbrush):\(Your Version of Zbrush)\ZStartup\BrushPresets
@VineetDhareshwargoa5 жыл бұрын
how to texture ur multi poly them please can u do a tutorial for the Dumbo like me
@HiredGunGames5 жыл бұрын
hey, sorry I don't understand your question. you want to make multiple hair?
@VineetDhareshwargoa5 жыл бұрын
@@HiredGunGames hi i downloaded your multi-curve-hair-insert-mesh-brush-v1,its awesome but how to texture it.. will be really thankful
@yaroslavlavrentev89045 жыл бұрын
How much polys are acceptable for main female charater's hair on modern game engines? Just in general, I always think I am going too low while I really should not. Your hair is looking much more dense in polys then mine and it is easier to work with. I did my previous hairs in Maya but now I am using your tutorial
@HiredGunGames5 жыл бұрын
if you are making a character for promotional work and a portfolio don't give yourself a poly limit. there's no need to. you want to male your characters the best and most detailed to show off your skills. studios will give you a poly limit if you work with them. polygon amount isnt the real issue in games these days it's the texture resolution and how many materials you have on your characters. that being said, you also don't want to over do it. it's much easier to control decent amounts of polygons than an over abundant amount. if you are making a game for yourself I'd say it's really hard to set a specific polyvount cause it depends on the game you're making. if it's an open world game the character need to fall under at least 100k tris for the main character and less for everyone else. it's all about managing what you need. but again portfolio work should always be your best, highest res and nice topology. that's what stands out the most. not polgycount :)
@yaroslavlavrentev89045 жыл бұрын
Got it. I think if 80-100k are okay then I really should not worry about polys much. You are showing great tips and tricks and teaching awesome stuff, thanks a lot :^)
@WoofDaLock4 жыл бұрын
So this was helpful and all but you didn't say anything about generating UVs for the hair cards? You just poped it into Marmoset and it was done?
@HiredGunGames4 жыл бұрын
It already has the UVS applied. This is best done in multiple separate parts for your hair so that you don't confuse the parts and it allows you to make hair variations in the textures.
@blackjinglebell935 жыл бұрын
I wonder, when you export the haricards made in zbrush, do they have proper UV's?? cuz' if not, it's a pain in the arse putting them right and ready :S
@HiredGunGames5 жыл бұрын
Yes the hair cards are already uv'd but if you want proper uv's do this in groups and then move each groups uvs to the proper space of your hair cards
@luckymankwok4 жыл бұрын
I have a question about texturing, when I imported to marmoset, I found out that the root of my hair is transparented more than I expected which looks like the model was balding at that part, even tho I'm pretty sure my polystrips have full coverage of those parts, is it like a error on my hair alpha? or what s a good way to fix it? Thanks a lot!
@HiredGunGames4 жыл бұрын
if you get this you can try to make the alpha less transparent or more thicker in the textures. you can shift the uvs further towards the root, or you can click the alpha properties cog wheel in marmoset and uncheck use mipmaps
@luckymankwok4 жыл бұрын
@@HiredGunGames thickening the texture at the roots works, thanks!!
@tradeandmagicofficial25634 жыл бұрын
Hello, i would ask you if you don't mind: Raccomended UV resolution for hair cards? i listened that 256 should be ok, texture resolution too ( for games i intend ).
@HiredGunGames4 жыл бұрын
if you are showing it off for a portfolio , then the highest res you can go. for games you can go as high a 2048 to 4096 cause hair materials can be reused on other characters. this is truly a loaded question because for games you optimize how you need to get the game to a runnable state and texture res can be dynamically changed in most engines for optimization. the draw calls are the most important in game engines and reducing those is the main ingredient to higher fps. draw calls are usually the materials and the textures. although game engines like ue4 and unity do a pretty good job of handling a lot of draw calls
@tradeandmagicofficial25634 жыл бұрын
@@HiredGunGames thanks a lot for the fast answer!
@rainevermore46834 жыл бұрын
You're a lifesaver man, I'm going to name my fictional child after you.
@HiredGunGames4 жыл бұрын
haha glad it helped you
@trashcraft13385 жыл бұрын
Is it possible to use texture atlas and have some variations on this technique?
@HiredGunGames5 жыл бұрын
the best way to get variation for this technique is to do it multiple times on different layers with different uvs. as of now I don't think zbrush allows you to unwrap multiple uvs for one fiber mesh layer that I know of. once you get the result you want you can then adjust your uvs to the textures you have made
@trashcraft13385 жыл бұрын
@@HiredGunGames yeah i thought so thanks for the answer anyway. No more Ornatrix with crashes.
@user-ew2dr7yt7j5 жыл бұрын
感谢恩人啊。。。
@leatherandpoemscharmyman57745 жыл бұрын
it is possible to export it as mesh for marmoset?
@HiredGunGames5 жыл бұрын
yes you can export it just like every subtool as a mesh.
@leatherandpoemscharmyman57745 жыл бұрын
@@HiredGunGames any trick to avoid floating vertex for fiber mesh? I mean... I use some grooming brushes or magnet , but in some ocation ,not always, in some ocations , when I convert the fibers to a mesh, there are floating vertex, I used to use smooth brush to ereased.... I am afraid if this things could affect for exoprting process... thx.
@taui.robinson-farrar37746 жыл бұрын
Would you use fibermesh for the eyebrows or would you just paint them using substance painter?
@HiredGunGames6 жыл бұрын
Tau Robinson-Farrar it all depends on the character and the depth yoy want for your characters hair. personalpy i think tjat close up shots with high details for the brows look the best and there are ways to opyimize for games :)
@taui.robinson-farrar37746 жыл бұрын
Thanks!!!!
@hristoborisov37133 жыл бұрын
Holy shit thank you
@tradeandmagicofficial25635 жыл бұрын
with black hairs it gives me some problem, it seems like that makes transparent even the hairs, how can i solve?
@HiredGunGames5 жыл бұрын
Best way to solve this is to make the hair not black. Sorry with this specific way that Zbrush operates it will not accept anything other than a black value. Sorry you can try and dark brown color and see if that works.
@tradeandmagicofficial25635 жыл бұрын
@@HiredGunGames i supposed it, well i've solved in UE4 editing the material and giving on the diffuse channel the original black texture of the hair and in the opacity value ( making traslucent the material ) the alpha. However with this method, the hairs seems to be very vanishing and not very dense giving a weird effect. 🤔 are you familiar with UE4? Do you have any suggestion?
@FarhadKazombie3 жыл бұрын
How do you turn fibermesh to geometry so that it can be 3d printed?
@HiredGunGames3 жыл бұрын
that's not really a good idea, as the mesh will by full of print errors and holes. but fiber mesh automatically tuned into a mesh when you export
@FarhadKazombie3 жыл бұрын
@@HiredGunGames I tried that but it turns in to a non manifold object.
@DrGameTazo4 жыл бұрын
Can U share the Texture??
@HiredGunGames4 жыл бұрын
I did share the texture on cubebrush I think it is with the free hair brushes for zbrush
@DrGameTazo4 жыл бұрын
@@HiredGunGames THX~Great Job!!
@k-vandan42895 жыл бұрын
whoaaa
@Ar7ific1al5 жыл бұрын
So the question is, how do I get your custom menu imported without the rest of your UI? I have my UI set up the way I want it, so I don't want to use everything else from your UI; I only want the groom brushes menu you've created.
@HiredGunGames5 жыл бұрын
unfortunately the only way is to make your own brush menu. zbrush ui is not separated from custom menus
@Ar7ific1al5 жыл бұрын
@@HiredGunGames Unfortunately, yeah. That's the conclusion I came to. The config files are 99% unreadable in notepad++ otherwise I'd just splice in your menu to my config. lol Oh well. Thanks for the tools and tutorial, though. I've also purchased a few things from you on cubebrush. Good stuff. :)
@RG_Gaming034 жыл бұрын
Going to try this later today.... I don't want my character to be bald
@alexilaiho1st5 жыл бұрын
It looks way too hard to manage (compared to simply creating hair strips manually), the strips orientation looks all over the place, the strips are overlapping and crossing each other, making it look incorrect. The method sure makes sense, it could probably look better with less hairs. If I have to do it in zbrush, I prefer using curves with custom plane shape, set to be tapered in the lower end, and just draw the strips, unwrap and straight down and then apply texture.
@HiredGunGames5 жыл бұрын
Everyone has their own way of approaching this workflow. This video is mainly for opening up minds in how we can achieve this workflow in different ways. I agree though this workflow isn't the best for achieving Hair, in the end, you can use it to fill in a lot of blank space may be on a short hair character or an animal with fur. As for long hair, I would go the way of manual.
@limxiangking72966 жыл бұрын
OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH....! Step 1. Like Your Video. Step 2. Cheer You up ( Hopefully get another awesome free tutorial ) Step 3. Watch your video. ahahahahahha Step 4. Thumbs up !
@HiredGunGames6 жыл бұрын
haha the tutorials are always free man and they will keep on rollin out :D Glad you like it
@samicezar39645 жыл бұрын
chu chu chu chu chu chu chu chu... (convert BPR to geo...) (did it work...?) (did it work?! )
@HiredGunGames5 жыл бұрын
I don't think I ever said to convert it to BPR if I did then it was a mistake. You just need to export it as it is and it will be fine.
@sillyninja653 жыл бұрын
why do i feel 20 mins is way too long
@HiredGunGames3 жыл бұрын
then I guess its good that it's not 20 mins long 😉