ORNATRIX/MAYA/UE5 | MAKING OF #2: Metahuman custom hair | STREAMOID


This is the 2nd(final) episode of Making of Hairstyle, which I created for @StreamoidTechnologies in Ornatrix Maya and then rendered on Metahuman in Unreal Engine 5.


3DSK is huge source of 3D groom scans and 2D groom&anatomy references for artist and game developers. ARTSTATION PROJECT In this video: ➡ Show how I colored the ponytail using the 5 groups created in Generate Strand Data and the special brush in Edit Guides. ➡ Show how I created the knot for the tail ➡ Show the hair shader settings in Unreal Engine 5 for each part. ➡ A simple example of how to export the vertex color drawn in Ornatrix to Unreal Engine and how to configure the material to display that color in the engine. ___ WHO AM I? Hi, I'm Andrew Krivulya Charly, a 3d-groom artist since 2016. New works can be viewed here I worked on environment art, interiors and more from 2009 to 2016. Check out some of my old work here ___ TIMING:
➡FULL TIMING: 00:00:00 - Hello, everyone!With you - Krivulya Andrew Charly and welcome to the second final episode of my making of this hairstyle. 00:00:07 - Please, if you want to support this channel - watch the video until the end, because there is important information about this. 00:00:15 - After that, we apply another Edit Guides modifier, in which we can activate different groups and start painting them by selecting by group. To select the first group, enter its number, press the Enter key, and then press the Select button. 00:00:31 - Next, activate the Paint Brush and create a groom_Color channel, which is important for Unreal Engine. 00:00:38 - To dye your hair, first choose a color. Then, select the groom_color_G channel and activate Multi-channel display color. 00:00:48 - When we start painting, the color will be applied to all hair, not just the selected hair. 00:00:54 To start drawing on the selected hair, you need to activate the Affect Selected Only option. 00:01:04 Next, we can select a second group, activate a different color and paint it. 00:01:15 Do the same for the other groups. You can use any color, including one color with different shades. 00:01:41 That's how I got this color, by the way - you can uncheck the Affect Selected Only option and paint the top any color you want. 00:01:51 The result is an output that will work in Unreal via VertexColor. A little later I will show you how to achieve this. 00:01:59 So let's take a look at what other modifiers I used to achieve the final result. 00:02:05 These are ChangeWidth, Generate Strand Data for Unreal, and PushAwayFromSurface to make sure the tip of the tail doesn't intersect the body. 00:02:16 That's all I wanted to tell you about the ponytail. Now let's talk about the knot. 00:02:22 I created such a mesh and let the hair flow over it using the HairFromMeshStrips modifier. 00:02:29 The settings here are quite simple. These are twenty thousand hairs and sixty points per hair for better quality. 00:02:38 If few points are entered, the ribbing of the node will be noticeable, reducing the realism of the model. 00:02:50 Now I will remove the top three modifiers that I used to control the intersections with other objects. Then I will talk about the Frizz modifier. 00:03:02 I added volume to this knot using the Frizz modifier with these settings. 00:03:11 The following Ornatrix modifiers are similar in function and purpose to those shown in the previous objects. 00:03:27 Now that we've covered all the objects in Maya, let's talk about customization in Unreal Engine. 00:03:34 In Unreal Engine, I always use a shader that Leonhard from Ephere and Roman Tsyganov's team helped me create. 00:03:42 Material settings include many customizable options. 00:03:52 I already have a tutorial on my channel that shows this shader. 00:03:57 The model and shaders are available for purchase on CGTrader, now let's talk about customizing the project. 00:04:04 I used colors like these in Root and Tip Dye Color to get this hair color. 00:04:19 For color selection to be available, you must enable the Apply Hair Dye option. 00:04:25 I didn't use albedo and vertex color in this example, but I'll show you how to use vertex later on, as promised. 00:04:32 And these are the settings for all other parameters. 00:04:37 Now let's take a look at the Baby Hair settings. 00:04:44 This part of the hair has a slightly different setting and color to ensure proper blending with the main hair and a smooth transition from skin to hair. 00:04:53 I also used separate settings in the material for the ponytail. 00:05:04 So that's it for materials. Now I'm going to talk about two more things, and then we're going to start working with Vertex Color. 00:05:14 To avoid losing RootUV when re-importing Alembic to Unreal Engine 5, always make a copy instead of re-importing. 00:05:35 For the presentation of my scenes I use the lighting presets from the Metahuman Lighting project, which is available on the Unreal Marketplace. 00:05:44 So let's take a look at how to work with Vertex Color in Unreal Engine 5, which we will now create in Ornatrix Maya. 00:05:51 I'm going to use a regular plane as an example to make it as clear and quick as possible. 00:05:58 Immediately - export this object in FBX format to prepare it for import into Unreal Engine. 00:06:05 The next step is to apply the Furball preset to this object and adjust the length of the hair in the GuideFromMesh settings. 00:06:15 Adjust the direction of the hair using the Surface Comb modifier applied to Edit Guides. 00:06:22 Set HairFromGuides to 100%. 00:06:26 After that, we add Clump by guide. 00:06:36 Next - enable the Add Clump Index Channel option in the Clump settings and use this channel in the Frizz modifier to get this effect. 00:06:56 After that - add another Frizz modifier and make these settings. 00:07:08 Let's also add a Length modifier to make the hair vary in length. 00:07:15 Now add the Edit Guides modifier above the Length modifier. Select the Paint brush and add the groom_Color channel. 00:07:29 Before the Edit Guides modifier, add the Generate Strand Data modifier. Inside it we will make the following settings: 00:07:43 At the very top, add another modifier, Generate Strand Data. In this modifier, let's configure the parameters so that Unreal sees only one group 00:07:54 After that, select the Full option for the curve in the ChangeWidth settings. This will make it easier to adjust the thickness of the hair in Unreal Engine. 00:08:04 Now we can start painting this object - go to Edit Guides. 00:08:10 Next, we choose a brush and paint with whatever colors we want. 00:08:17 Now let's start painting by groups, so we'll activate the Root mode and go down to the Strand Groups tab. 00:08:25 To select the first group, enable the Use Strand Groups option and enter a one in the Strand Group field and after that click the Select button. 00:08:35 Select any color and check the Affect Selected Only option to paint only on this group. Start painting. 00:08:44 Next, select a different color, activate the second group, and paint in that color. 00:08:54 Now let's export the resulting output to Ornatrix Alembic. 00:08:58 To export selected objects in Ornatrix Alembic format, choose File > Export Selection > Ornatrix Alembic and make the necessary settings. 00:09:11 Import the previously exported plane into the Unreal Engine scene. 00:09:22 After that - import Ornatrix Alembic, check for Root UV and be sure to make these settings. 00:09:30 Now don't waste time creating a groom object and just drag the imported one into the scene. 00:09:42 Apply my shader to the Groom object. Enable Use Vertex and adjust Vertex Blend. 00:09:50 You can blend the groom vertex color with the original melanin, albedo or leave it fully colored. 00:09:57 The Vertex Color in your scene shows the coloring you used in Ornatrix. 00:10:04 If you liked this video,don't forget to write about it in the comments, Put a "Like" and subscribe to the channel. And please watch this video until the end. 00:10:16 Friends, if you need quality 3D hairstyle references, go to 3dsk website. https://bit.ly/45KCxsr - is huge source of 3D groom scans and 2D groom&anatomy references for artist and game developers.The site has two categories - Groom 3D Scans and Groom Photos.There aren't many scans on the site, but there are enough hair photos to start making something for your character already. 00:10:44 Just a reminder, that you can become a channel sponsor and get a voice-over in another language, a collection of my references and a 100% discount on all my assets. Just click the Join button to do it. 00:10:59 If this is your first time on this channel.Then here - you can learn all the tricks and secrets of 3D Grooming in Ornatrix.Also - get your questions answered and get inspired by references from the games. 00:11:12 Subscribe and write in the comments - how long you do 3d and why you chose this field? What influenced this? 00:11:19 If you like what I do...I would be very grateful for any donation - to Donatello at the link in the description and channel header.Buying my models on CGTrader or Artstation, as well as the purchase of any of the plugins at the links in the attached commentary. 00:11:35 What's in it for you?It's very simple.If enough money is collected per month...I will be able to devote my full time to creating lessons for you.That is - not three hours a day.Which...As you have already noticed...Not enough - for the fast release of new episodes. 00:11:53 Also - don't forget to check out the Youtube community as I share there - all kinds of news.Uploading answers to questions, talking about the time spent time on lessons, and so on. 00:12:06 And, of course, don't forget about my Instagram.Where - I upload all my work and work in progress. ___ Enjoy watching! Best regards, Andrew Krivulya Charly. ___ MUSIC: Production Music courtesy of Epidemic Sound" www.epidemicsound.com ___ #ornatrix #maya #3dgrooming

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