In principle, such short hairstyles - there is no point in making
them with hair strips, because
you can just bake them into the mesh
and use the normal map to add the volume.
As I showed in the previous part.
So let's make this hairstyle a bit longer and I'll start
to talk about my workflow.
Hair length can be increased in two ways.
The first way is to increase the length
in the Guide From Surface with using
Guide Length parameter.
If you change the length and have
violated structure of the hairstyle,
then go to the Edit Guides and press
Retarged changes button.
The second way - to apply the Length modifier
and increase the length with it.
I recommend to apply it after
the Hair From Guides modifier, if you
have the production hair or fur.
Because then you control the length
of the formed hair, not the length of the guides.
That is, you can get -
the different results depending on the
location of this modifier -
after Edit Guides or after Hair From Guides.
So,
assign the Length modifier and
change its settings little bit.
Adding chaotic hair growth with
Randomize and increasing the length with Length.
As a result - we have such
length and now we will talk about my workflow
to create the gamedev hair.
So, remove the Hair From Guides - as in this
case, we don't need it.
Then, in the Mesh From Strands - select the planes and
Num.Sides = 2.
In total - we get 29K triangles.
Naturally at any time - this amount can be optimized
using the method I showed earlier.
The bottom line of my workflow is that
I divide the entire hairstyle into groups
in the Edit Guides.
Let's turn off the all modifiers
until the first Edit Guids
and start assigning the groups.
As you remember - you can select the guides
with two ways.
Just in the Root mode or
in the brush mode by selecting "Select Brush"
It seems to me - the second method is more convenient.
The selection is done with the pressed CTRL -
otherwise it will go astray.
And with ALT - you can deselect it.
So, select the part of the fringe and assign
the first group through Use Groups in Edit Guides.
Then, in the Root mode - invert the all selection
and assign the 2nd group.
Then select any one of the side parts
and assign the 3rd group.
While this is an example -
therefore strongly not to bother.
Before starting to create a hairstyle -
I want to tell you in detail about the principle
of working with groups for gamedev.
Total, for beginning we got 3 groups.
Now turn on the all modifiers and
in the Render Settings increase the radius,
so as to get about such a result.
Of course, you can close any voids
in the future - by simply adding
the additional guides.
So, having several groups -
you can apply the individual modifiers
to a particular group -
simply by specifying its number in the Apply to Group.
In order not to be confused in groups - I usually
rename the modifier and add to its name -
the number of the group to which it is applied.
Let's add the Render Settings for the 2nd group.
In gamedev - always select the Full Preset.
And now we can control separately
the radius of the 2nd group.
That is, as you have already understood -
the essence of my workflow is that I create my own
settings for each group - thus, I have convenient control
over individual parts of the hairstyle.
It is very convenient and in the same way
you can set different styles and settings
separately for each group.
Always when I start working on my hair for gamedev -
I create the 2 scenes.
The first - to create the hair, and the second -
to baking them(render) for the plane.
Now I'll talk about what I do in the 2nd scene.
To begin, I open the another 3dsmax
and create a new scene.
Then I create a plane so I can see
what's happening in the scene and change the resolution
to 1024 * 1024 to make a square.
That you understood - this is the UV square
on which we will arrange the hair.
Then I choose the Vray render, since
at this moment - it has the best
Ornatrix support
and a remarkable hair shader.
Then - press Ctrl + C,
to create a camera of this type and
I align it in such a way.
There are 3 methods of hair backing
with using the Ornatrix.
1. Draw one or more splines,
combine them into a single object using the
Attach Multiply.
Apply ResetXForm and then
convert this object to the Ornatrix with using
Hair From Curves preset.
Ground Strands can be removed, since we don't have
binding to the object.
And we start to work with this object by assigning
the any modifiers.
Be sure to apply Strand Multiplier
and configure it so
to get a bunch of hair.
2. Use HairFromMeshStrips modifier.
To get the planes for it - use UV of the hair.
That is, when we have a finished hairstyle
and from it we get a UV.
For example, if it is to convert
this hairstyle into the Edit Poly
and assign the Unwrap UVW -
we get the 3 planes for the Hair From Mesh Strips.
Then we apply it to these planes and
then everything is standard.
3. Common creating of plane
and growing hair from it using
Furball preset.
After the hair appeared -
remove the Hair From Guides
and start editing.
You may ask: "And why this method -
if you can use the previous ones?"
Its advantage is the ability to
at any time - to grow hair
on the plane - not drawing with the splines.
That is, to receive the individual bunches,
break them into groups and work
separately with each.
Of course, you can add the splines.
and thanks to this opportunity -
this method is universal.
And, you can grow a few guides on the spline.
Then, if you assign to the spline the 1st group,
and to the rest - the second.
And below the Edit Guides you will add
the Strand Detail modifier to control the detail,
and on top - Strand Curling -
You can only affect this spline - using its group number.
Then adding to it - Strand Multiplier,
you can get such a bunch of hair.
Thus, we are able to create
unique bundles and can manage
each individually.
Before baking, always hide the plane.
With Ornatrix - at any time you can edit
these hair tufts, as well as
a group of hair in another scene.
Thus, you can get several variations of one hairstyle.
So, we sorted out the theory. We start to practice.
Usually, I start the work by
thinking about how many types of hair bunches
will be on the texture and
how many groups will have the main hair.
To begin with - we will create 2 types of hair.
Short - for the main part
and long - for the fringe.
Open the second scene and
proceed to create the conceived.
The camera, as you will remember - looking down.
For the short hair create the plane
and assign to it Hair From Mesh Strips Object.
Hide the plane for convenience
and proceed to edit the hair.
Viewport Hair = 100% and the amount
hair for beginning = 15.
Next, I usually assign a Strand Length modifier
to specify a length variation for greater realism.
To start set the Randomness = 0.5
As you can see - the hair look down.
To fix it - go to a sub-object which named Strips
in the Hair From Mesh Strips modifier and
turn your hair in the desired direction
with using the Rotate Strip Direction button.
Then I assign the modifier which named
Render Settings and configure it in such a way.
The increase in thickness goes closer to the center,
and along the edges - we make a smooth attenuation.
So, what is this effect for?
Let's go to my blog
and clicking on the link which named FaceRef.
A website will open on which you can
view high-quality photos of individuals.
Thus - analyzing the growth of hair and their thickness.
Let's open the first girl
and zoom to the hair.
As you can see - there is a smooth attenuation of the
hair closer to the tip and root, and in the center
- they are visually thicker.
In a real life, in fact - it is not so,
but in the photo - just creates such a visual effect.
That's what we create - thanks to editing the radius
curve + if you make production hair -
a little bit of clustering.
But now we don't need it.
The site will be useful for those who
make a portrait render.
Since on it - you can consider any details.
So, we sorted it out.
Go next.
So, for beginning - such a bunch it will be enough
The main thing - remember one rule.
If you want to move this
bunch - unhide the plane and move it,
and - in any case, don't delete
this plane, since the hair attached to it.
Also, be sure to consider the direction of the hair.
They should always look up, otherwise
the anisotropic map for Martoset won't
be rendered correctly.
Naturally, when you will render your hair -
the plane can be hidden.
With a Frizz modifier we will add a little chaos.
In Render Settings I will slightly reduce the radius and
the amount of hair in the bunch = 50.
Go next.
For the fringe - I will use the splines.
Draw some splines of this kind.
Then, with using the Attach Multiply button
combine them into a single shape and do ResetXform.
And assign a preset - Hair From Curves.
So, in the Guide From Shape - set the amount
of the points = 30 - to repeat
the smooth shape of the spline.
Remove the Ground Strands and over the top of Guide From Shape
apply the Edit Guides modifier
to edit the hair.
Then add the Strand Multiplier modifier
and configure it that way.
And slightly correct the shape of the bottom
of the spline, so that there
is not too obvious curvature below.
Further, for these bunches in the Vray Ornatrix Mod,
we mark the Dynamic Tessellation option .
And let's do a test render.
Render settings are very simple.
In the Environment turn on the options - GI , Reflection
and Refraction Environment.
The color is set to white.
For the test - just select Progressive
and put 10 minutes.
Color Mapping = Linear Multiply.
GI = BruteForce / Bruteforce
Dyn.Memory = Static.
Material - Vray Hair Mtl and the standard preset -
Blond Matted.
Press render and get a result.
Let's start with a smaller radius
for each of the bunches.
Still, always consider the important point -
Since the dimensions of the planes are different,
then to the each bunch we must select
its own radius with
experiment way.
Let's increase the amount of the hair
in each bunch and make the render.
Yes, I like it more.
Another important point, which I want to tell you about
is the shutdown of the transmission for the backing.
In this case, it isn't necessary.
To turn off the transmission -
go to the settings of the material
and set the black color to it.
Also don't forget to turn off the
dependence of the second reflection on the transmission.
Now, a little adjust the hair material
by using the texture which named Vray Hair Info Tex.
Load this map into the Diffuse,
Primary Specular and Secondary Specular texture.
If you don't change anything and click the render,
you will get this result.
Then turn on the IPR
and see how the bias parameter changes
affect what color will dominate.
If you will change the Position Along Strand into Output
to Random By Strand Index, and then make
contrasting colors, you will see that the color
is distributed in a chaotic manner
with respect to each hairs, not the
entire length of the hair.
Let's now copy the hair color
from the Secondary Specular
into both VrayHairInfoTex slots.
But the color of the tips will be a bit lighter
and return the position along strand parameter into Output.
To begin with, this will be enough.
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