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Welcome!

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Hello everyone! I created this blog to post the all my 3d turorials which I make for free on my youtube channel. All of them is absolutely free. You can see the list of lessons by going to this LINK My useful groups: Telegram 15% promocode - charlytutors on the FORRENDER.com http://en.forrender.com/price/ Provide this code to our managers and you will receive 15% discount for the each render. But this discount, as if life-long and accumulates from the amount you spend. That is, by giving a promotional code to our managers - you will receive a 15% discount on every order. + The more often you use the farm, the percentage increases with time. The maximum lifetime discount is 60% Well, how? Cool? Run to render with us =) We have the lowest prices among the all rendererfarms. The ability to work through a remote desktop, teamviewer or using an application on the site - to send the tasks. Any missing soft will buy and install. Powerful Xeon-servers for CPU r...

Custom MetaHuman Hair: Ornatrix App to Unreal Engine 5.8

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How to Create a Custom MetaHuman Groom in Ornatrix App for Unreal Engine 5.8 MetaHuman Creator gives you a solid set of stock hairstyles, but sooner or later every character artist wants hair that is truly their own. Episode 6 of the Ornatrix App series walks through the full round trip : exporting a MetaHuman from Unreal Engine 5.8 , grooming it in the Ornatrix App and bringing the finished groom back into Unreal, bound to the character's face mesh. What You Need Unreal Engine 5.8 with the MetaHuman Creator plugin enabled The Ornatrix App The Groom and Alembic Groom Importer plugins in Unreal Engine Step 1: Prepare and Export the MetaHuman Start with a new blank project or your existing one. Enable the MetaHuman Creator plugin, restart the editor and create a new MetaHuman character in your content folder. Edit the head as much as you like, then build the full rig and download the texture sources. When the character is ready, open the export options, keep DCC Exp...

The Road to 3D Grooming. My Story. Part 11 - 2018 - Hair Grooming/Lookdev for Camilla

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This piece came about at a moment when I'd gotten a little tired of realism 😄 I was taking a break after yet another big client project and decided to just practice different hairstyles. I wanted something cartoony, cute, something I could freely experiment with. I've always loved cartoons, so pretty soon I came up with the idea of making myself a dedicated mannequin for experiments like that. But a plain faceless mannequin felt boring. I wanted a character. And that's how Camilla was born =) I deliberately made her a cute little doll, so later I could swap her hairstyles, try out different shapes and silhouettes, and generally torture her hair however I pleased 😄 I modeled and sculpted her in my beloved 3D-Coat . Back then I still did retopology in NVIL , because at the time I wasn't a big fan of the retopo tools in 3D-Coat. I used Substance Painter for texturing and creating maps for the Corona Renderer material. And the hair, of course, was done in Or...

How to Build a Custom Dreadlock Hair Card Groom in Ornatrix App

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How to Build a Custom Dreadlock Hair Card Groom in Ornatrix App In the previous Ornatrix App tutorial we covered hair cards and how to pick from the built-in preset grooms in the hair card atlas . This time I wanted to go one level deeper and show how to build a completely new hair card groom from scratch, one you can reuse just like any of the built-in presets. The example I picked is a dread, since dreads come in enough variations that it is worth having a flexible, reusable base rather than a single fixed look. Why Dreads Need a Different Starting Point Ornatrix App ships with two hair card start scenes: a flat card, which represents a thin layer of hair on a plane, and a round card , built on a cylindrical base. Most dread references collect volume rather than sitting flat, so the round start scene is the better base for this groom. Shaping the Dread with Clump The first operator added to the stack is Clump . Dynamic clumping is enabled and set to a single clump per card, ...

How to Create Procedural Hair Cards in Ornatrix App: A Step-by-Step Workflow

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Hair cards are one of the most common ways to bring hair into real-time engines and games, but building them by hand, strand by strand, is slow and hard to iterate on. In this tutorial, Marsel Khadiyev walks through how to build a full hair card setup in Ornatrix procedurally, starting from a raw scalp groom and ending with an exportable hair card atlas that combines both scalp hair and eyebrows. Why go procedural A manual hair card workflow usually means placing individual cards by hand and re-doing that work every time the hairstyle changes. The procedural approach in Ornatrix keeps every step as an operator in the stack, so nothing is locked in. Strand count, card width, texture assignment and color can all be revisited at any point without rebuilding the groom from scratch. Building the base groom The workflow starts from Ornatrix's New from Templates option, selecting the Human template to load a pre-fitted scalp. This template includes two separate parts, the scalp ...

Ornatrix for Cinema 4D V4: What's New in Procedural Hair, Fur, and Feather Grooming

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The Next Evolution of Grooming in Cinema 4D Ornatrix for Cinema 4D V4 is here, bringing a major update to procedural hair, fur, and feather grooming directly inside Maxon Cinema 4D . The release focuses on giving C4D artists a fully non-destructive workflow , from raw guides to a finished, production-ready groom, without leaving the C4D pipeline. What's New in Ornatrix C4D V4 Curved strand extension with the Length Operator Brush Textures Merge Operator overlap resolution and blending Mesh from Strands group meshing Automatic hair texture generation Warp Roots Clump Manipulators Frizz Scale Randomness groom_Color export to Unreal Engine via Alembic New procedural hair grooming workflows Curved Sinks in Surface Comb Why This Matters for C4D Artists Ornatrix has historically been strongest on 3ds Max and Maya , so a major version bump for Cinema 4D is a significant step for the platform. The new export path to Unreal Engine via Alembic , carrying groom color ...

Ornatrix for Cinema 4D: Realistic Frizzy Hair with Scale Randomness

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Why Frizzy Hair Needs More Than Just Frizz Frizzy hair and dreadlocks rarely look uniform in real life. Every strand curls, thickens, and twists a little differently, and that inconsistency is exactly what reads as realistic to the eye. Recreating that kind of natural variation in a 3D groom has always meant extra manual work, strand by strand. The Problem: Frizz Without Individual Variation A standard Frizz modifier applies the same scale behavior across the whole hairstyle. It adds texture, but every strand still moves and scales in a fairly uniform way, which can leave dense frizzy styles like dreadlocks looking slightly artificial. The Solution: Scale Randomness in Ornatrix for Cinema 4D v4 Ornatrix for Cinema 4D version 4 introduces a new Scale Randomness parameter inside the Frizz modifier. It lets every individual strand randomly change its own scale value, adding natural chaos to the whole hairstyle without any manual per strand adjustment. Step by Step Workflow ...