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Showing posts with the label 3d hair

The Road to 3D Grooming. My Story. Part 13 - 2018 - Hair Grooming/Lookdev for Joseph

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In the same year, 2018, after two hairstyles for Camilla, I decided to come up with a boyfriend for her =) The logic was simple: there's a girl, there are hairstyles, but no partner. That won't do. My grandma also added fuel to the fire: she really wanted me to make a hairstyle like Jon Snow's. Arguing with grandma is a lost cause, so the task was set =) And back then, I refused on principle to use ready-made models. It felt like if you took someone else's head, the work wasn't quite yours anymore. So I had to come up with the character myself =) As I mentioned before, until 2021 I did a bit of everything, not just grooming =) Camilla is a delicate girl, so I wanted someone big and powerful next to her. A kind of Tarzan. Confident in himself. The kind of guy you feel safe with. So that, thanks to the contrast, they'd look like a real couple. Yep, back then I also set myself the goal of conveying a character's personality πŸ˜„ To do that, I learned to draw cart...

The Road to 3D Grooming. My Story. Part 12 - 2018 - Hair Grooming/Lookdev for Camilla. The Mermaid

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In 2018, I kept experimenting with my favorite 3D doll, Camilla πŸ˜„ Last time, I told you how she came to be and why I wanted a separate character to experiment with hairstyles. Now it was time to change her look a little. To start, I decided to change her eye color, remove the gloss from her lips and give her calmer, everyday makeup. And at the same time, come up with an interesting new hairstyle. I didn't want to repeat myself - I needed to move on and try something new =) And this is where I should mention one mistake I didn't even realize I was making back then. In those years, I barely worked with references. For some reason, I thought it was much more interesting to invent hairstyles myself, straight out of my head. Like, why repeat what already exists when you can create something of your own? πŸ˜„ Looking back now, I realize how silly that decision was. Because to come up with something truly interesting, you first need to fill your head with a visual library. Go through t...

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 πŸ˜„ 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 πŸ˜„ 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...

TimothΓ©e Chalamet Style Curly Groom, Built in Ornatrix App Standalone Beta

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How to Groom Curly Hair in Ornatrix App (Standalone Beta): Full Workflow What this tutorial covers Building a convincing curly hair groom is one of the trickier tasks in digital hair work. Getting the curl pattern, volume, and clump behavior to read naturally takes more than just applying a preset. With Dune: Part Three buzz building ahead of its December release, we figured this was a good moment to share a Chalamet-style curly groom breakdown , walking through a complete male hair groom from start to finish inside Ornatrix App , the standalone beta version of Ornatrix . The problem with curly grooms Curly hair is harder to art direct than straight or wavy grooms. Clumps need to hold shape without looking artificial, and the overall silhouette has to stay readable at different camera distances. Without the right tools, artists often end up fighting the simulation instead of shaping the look they actually want. The solution: a full workflow in Ornatrix App The tutorial break...

How to Generate Hair Cards in Ornatrix for Cinema 4D

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How to Generate Hair Cards in Ornatrix for Cinema 4D If you work with digital hair in games, stylized characters , or real-time pipelines, hair cards are still one of the most practical solutions. In this tutorial, I show how to generate hair cards automatically in Ornatrix for Cinema 4D using the Mesh from Strands workflow . This approach helps convert dense strand-based hair into cleaner, more optimized geometry that can be used for game-ready assets , stylized characters, and real-time character production. Why this workflow matters Building hair cards by hand can take a lot of time, especially when you already have a detailed groom. With Ornatrix for Cinema 4D, you can speed up the process by turning strands into mesh-based hair cards directly inside your grooming workflow. This makes the technique especially useful for: game character hair stylized hairstyles real-time character production Unreal Engine pipelines optimization of complex hair grooms ...

Stop Guessing Hair Volume: The Raw Scan Workflow for Bangs (Ornatrix / 3ds Max)

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  The " Uncanny Valley " often hides in the forehead. Specifically, in how the hair transitions from the scalp (the parting) and how the bangs sit relative to the face. In  Episode 3  of our specialized Grooming Course, we tackle the most defining area of any hairstyle: The Parting and The Bangs . The Problem: Grooming on Proxies Many 3D artists make a fundamental mistake: they judge hair volume based solely on the low-poly proxy mesh ( retopo ). The problem? A proxy mesh is an approximation. It often lacks the subtle surface nuances of the real head. If you groom the bangs "by eye" on a proxy, you often end up with two issues: The "Wig" Effect:  The hair sits too high/far from the skin. The "Clip" Effect:  The hair intersects with the real volume of the forehead when rendered. The Solution: Raw Scan as a Reference In this tutorial, I demonstrate a production-proven technique:  Loading the Raw High-Res Scan . I don't just use this for colli...

Mastering the Mask Pipeline in Ornatrix 9: Strand Groups & Selection Hacks (Ep 2)

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  Welcome back to the Charly Tutors blog! Today, we are diving into Episode 2 of our new collaboration series with Ephere . We are tackling one of the most common frustrations in 3D grooming: Managing Chaos . When creating graphic hairstyles like a sharp Bob cut , working with a single hair object can quickly become a nightmare. You try to comb the back, but you accidentally mess up the internal layers. You try to select the roots, but you grab the tips. The solution? The Mask Pipeline . What is the Mask Pipeline? The core concept is moving away from "eyeballing" and towards a procedural, grouped structure + painted masks for distribution and etc . In this tutorial, we demonstrate how to assign specific Strand Groups to logical zones of the head: Occiput (Back) Temples (Sides) Bangs (Front) By using the Edit Guides modifier, we can instantly isolate, hide, or lock these groups. This gives you surgical precision over your groom. πŸ”₯ The "Strand Len...

Stop Struggling with Guides! Ornatrix 9 Basics | Ep 2

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  RU voice  here Welcome to Episode 2 of our Ornatrix 9 Mini-Course ! πŸŽ“ Today we cover Guide Selection and Parting setup . Author -  @charlytutors  Music -  @imagineartofficial  πŸ’‘ Cheat Sheet: CTRL - Add to selection ALT - Deselect SHIFT - Change selection radius Tip: Enable " Affect Selected Only " to comb precise areas. Fix: If Rotate doesn't work, turn OFF " Modify Roots ". Plant Tool : Use it to add missing strands. Subscribe so you don't miss Episode 3! πŸ”” #ornatrix #3dsmax #3dhair #grooming #andrewkrivulya

Ornatrix 9 Masks Pipeline | Hair Grooming Basics | Ep 1

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  Starting a new groom can be chaotic without a proper structure. In this episode of " Introduction to Ornatrix 9 ", I break down the Masks Pipeline - a clean and efficient method to control your hairstyle from the very beginning. I will guide you through the process of using painted density masks to generate guides, and show you how to master the Surface Comb modifier . You'll learn how to use Sinks for precise direction control, why checking the documentation is vital, and how to use advanced features like " Affect Whole Strand " to adjust length dynamically. SOFTWARE: Ornatrix 9 for 3ds Max Instructor -  @charlytutors  Key Moments: 00:00 - The Masks Pipeline: Separating the scalp 00:20 - Importance of references & hairlines (ZEN article) 00:42 - Setting up Guides From Mesh & Distribution Maps 01:05 - Initial length adjustment 01:33 - Adding the Surface Comb modifier 02:00 - Pro Tip: Always check Ephere documentation 02:27 - How to cre...

Zbrush Fibermesh to Cinema 4D | Ornatrix Hair Workflow + Redshift Render

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  #Ornatrix #Redshift #Cinema4D In this tutorial I’ll show you the full process of transferring Fibermesh hair from ZBrush into Cinema 4D, converting it into Ornatrix guides, grounding and refining them, preventing intersections with the body, filling gaps with new guides, previewing hair in the viewport, and rendering with Redshift. Everything is explained step by step - so you can easily follow along and repeat this workflow in your own projects. ___ Links: ➡️Follow us on Instagram: https://www.instagram.com/ephereinc/ ➡️Ask your question on Discord: https://discord.gg/5stUZtZyuM ➡️Join the series on our channel: https://www.youtube.com/watch?v=2aiegC4xvSs&list=PLpRi3ovyFM-1-G5xjSHrENps61rsruCS6 ➡️Explore Ornatrix: https://ornatrix.com/ ___ Chapters / Timestamps: 00:00 Intro 00:04 Import Fibermesh from ZBrush to Cinema 4D 00:18 Prepare Cinema 4D preferences and GoZ settings 00:37 Export hair from ZBrush and transfer via GoZ 00:53 Import and adjust hair mesh in...

How to Export Hair From ZBrush To Unreal with Ornatrix?

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  In the previous lessons, we exported hairstyles from ZBrush into Maya and 3ds Max with Ornatrix. This time, we’ll take it further and bring the hairstyle all the way into Unreal Engine. You’ll learn how to: • Export curves from ZBrush and prepare them in Maya • Convert curves into Ornatrix guides and export with Ornatrix Alembic • Import into Unreal Engine and set up the Groom component • Edit and refine the hairstyle with Ornatrix UE tools • Adjust density, brush new strands, and tweak hair materials By the end, you’ll have a complete workflow from ZBrush to Unreal with a fully editable hairstyle inside Ornatrix UE. Have you tried bringing ZBrush grooms into Unreal yet? Share your experience in the comments! ___ Links: ➡️Follow us on Instagram: https://www.instagram.com/ephereinc/ ➡️Ask your question on Discord: https://discord.gg/5stUZtZyuM ➡️Join the series on our channel: https://www.youtube.com/watch?v=2aiegC4xvSs&list=PLpRi3ovyFM-1-G5xjSHrENps61rsruCS6 ➡️Explore...