Posts

Showing posts from June, 2021

3 tutorials about Coiffure - plug-in for haircards in Maya (Ru voice)

Image
In this collection of videos, we'll talk about how: ➡ With almost one click, you can get all the necessary textures for HairCards in the Coiffure plugin for Maya. For this, we will use - pre-prepared presets, of which there are about 200 in this plugin and they can be used for different tasks. ➡ How do I install Coiffure in Maya? ➡ How do I add presets? ➡ How to create a HairBoard Project? ➡ How do I duplicate and edit? ➡ How to save a new preset and how to work with presets - in a HairBoard project? ➡ How to bake hair created in Ornatrix on the scalp?

Ornatrix/3ds Max: Branching workflow for realtime hair cards.

Image
  In this video I show you a revolutionary method (ornatrix branching) for editing haircards for games. Its essence lies in the fact that having different layers - we create one object that manages all layers and allows combing and editing at once - as if it were one whole object. Also, Branching allows you to replace any hair card with another - for a dedicated guide or group - at any time. For this task - I will be using 3ds Max and Ornatrix. It is which allows - to create several layers with different haircards and one base object with which we will manage them. Thanks to this, editing the hairstyle becomes more convenient than during the usual manual creation of haircards.   ---   PATREON:   If you want to get all the lessons with my voice acting as soon as possible, do not wait for the release of each episode for years, and also plunge into the friendly groomers community in Discord + receive feedback on work, answers to questions about grooming - then support me on Patreon - http

Ornatrix for Maya: Hair for games(real-time hair). Part 6

Image
  As I promised, I begin a series of videos with a demonstration of the complete creation of a hairstyle from scratch to the final - hair for games in Ornatrix + Maya + Unreal Engine   In this case, it will be a man with a beard.   I show all the stages of creation and in this series - I continue to work on the hairstyle for the groom plugin (alembic hair) in Unreal Engine 4.   When I make an asset for myself, there are three stages to it. 1. Sculpted hair shape 2. Hair for rendering - as a reference and for Unreal Alembic Hair 3. Creation of haircards. This includes preparing the texture and the process itself.   So I think it's already clear why the video begins with the stage of creating a hairstyle, and not immediately with the hair-cards.   ---   PREVIOUS SERIES:   - Episode 1 - https://youtu.be/Rk0jMrFwfKI   - Episode 2 - https://youtu.be/1-4rxm2V0bI   - Episode 3 - https://youtu.be/Zh9LwcXDRg0   - Episode 4 - https://youtu.be/LRB0VoUsgYY   - Episode 5 - https://youtu.be/AmOZ

Manequinn with hair for UE4 groom plugin(alembic hair) - asset overview and instructions.

Image
  In this video, I'm talking about my new hair asset, which I made in Orantrix Maya for the Unreal Engine 4 Groom Plugin (alembic hair)   From it you will learn: - How can this model be used? - What do you get after purchase? - How to work with a project in Unreal Engine 4? - What can you do in a project for Maya? - What can you do with the HairShader included with the product? - How to separately adjust root and tip color in Unreal Engine? - How to add gray hair? - How to draw a mask on the scalp and use it to dye your hair? - How to color individual bunches in Ornatrix Maya and use this information in Unreal? - How to prepare your Alembic using a Maya project? - How to edit a hairstyle? For example, brush your hair in the right direction? - How to rig your hair using guides and Adopt External Guides? - How to transfer a hairstyle to any character using ZWrap, including MetaHuman?   Link to the project (renders) - https://www.artstation.com/artwork/L30z3A     You can buy this asse