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Showing posts from September, 2026

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, ...