Posts

Showing posts with the label 3ds max

Ornatrix App Beta Groom Panel Tutorial: Parameters, Python Script and Export to 3ds Max

Image
Ornatrix App Beta Groom Panel Tutorial: Parameters, Python Script and Export to 3ds Max A hand built Ornatrix groom is usually a stack of operators only the artist who created it fully understands. This tutorial shows how to turn that groom into a reusable, parameter driven asset that any artist on the team can safely adjust, using the Groom panel in Ornatrix App Beta. The problem: grooms that only the original artist can touch A groom built from many operators and parameters gives full creative control, but it is fragile to hand off. If someone else needs to reuse or adjust it, they either have to understand the entire operator stack or risk breaking the look. The Groom panel in Ornatrix App Beta solves this by letting the artist expose only the parameters that matter. The solution: the Groom panel By default the Groom panel is empty. Pressing Edit opens a mode where parameters can be added in two ways: Auto Generate, which exposes every parameter of every operator in the gro...

Introduction to Ornatrix 9 for 3ds Max - Create Brush Pipeline Part 4

Image
Introduction to Ornatrix 9 for 3ds Max - Create Brush Pipeline Part 4 Part 4 of my Introduction to Ornatrix 9 for 3ds Max tutorial series is now available. In this episode, I continue working with my Create Brush Pipeline inside Ornatrix 9 for 3ds Max. This series is focused on a practical brush-driven grooming workflow, where the hairstyle is built step by step, section by section, with more direct control over the final shape. Unlike a workflow based only on masks, this approach allows you to shape the groom more manually while constantly checking the structure, guide flow, clumps and preview result. What is covered in Part 4? Organizing guide sections with Select By Group Adding controlled randomness to guides Using Edit Guides after HairFromGuides Smoothing the groom with Ornatrix Strand Detail Working with Point Count for smoother long hair Shaping hair clumps with Create Brush in Random mode Using baked guides to control custom hair shapes ...

Introduction to Ornatrix 9 3ds max | Ep 5

Image
Introduction to Ornatrix - Episode 5: Creating Natural Bangs in 3ds Max In Episode 5 of the "Introduction to Ornatrix " series, we focus on one of the most important steps in hair grooming - creating a natural transition from the parting to the bangs. This stage often defines whether the hair will look believable or artificial, especially in close-up character work. Why Bangs Are Difficult in Grooming Bangs may seem simple at first, but this is exactly where many grooming setups start to break. Incorrect guide flow Wrong root direction Lack of smooth interpolation If these elements are not handled correctly, the hair quickly loses its natural structure and starts to feel artificial. Workflow Overview In this tutorial, I go through a clean and production-oriented workflow for building a smooth transition from the parting to the fringe. Using the Plant Tool for precise guide placement Interpolating between guides to create smooth hair flow ...

Introduction to Ornatrix: Ep. 4 - Grooming Bangs & Smoothing Guides Workflow

Image
Welcome to Episode 4! In this installment of the Introduction to Ornatrix 3ds Max Shorts Series , we focus on the frontal area of the hairstyle - the bangs (or fringe). This is often the most critical part of a character's groom because it directly frames the face. However, manual grooming in this area can lead to some common geometry issues . Below is the breakdown of the workflow shown in the video. 1. Control Your Extensions When brushing hair forward for the bangs, you might notice the strands extending in unpredictable arcs. This is usually caused by the " Curved Extensions " option in the Brush settings . The Fix: Turn "Curved Extensions" OFF when defining the initial shape of the bangs. This gives you direct linear control over where the tips end up. 2. The Power of Interpolation Never leave large gaps between your main guides. Using the Plant Guide Tool with the Interpolation mode active allows you to create new guides that automa...

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

Image
  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)

Image
  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. 🔥 The "Strand Len...

Stop Struggling with Guides! Ornatrix 9 Basics | Ep 2

Image
  RU voice  here Welcome to Episode 2 of our Ornatrix 9 Mini-Course ! 🎓 Today we cover Guide Selection and Parting setup . Author -  @charlytutors  Music -  @imagineartofficial  💡 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! 🔔 #ornatrix #3dsmax #3dhair #grooming #andrewkrivulya

Ornatrix 9 Masks Pipeline | Hair Grooming Basics | Ep 1

Image
  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...

#shorts Ornatrix Beginner: Clone Scalp & Create Hair Guides in 3ds Max

Image
  Quick Ornatrix intro in 3ds Max : Clone your scalp, set up Edit Guides, and comb basic hair with Brush Mode! Perfect for beginners starting hair creation. Timestamps: 00:00 - Clone Scalp (CTRL+V) 00:30 - Edit Guides Modifier 01:00 - Brush Settings & Create 01:30 - Combing + PushAway Tips 02:00 - Algorithms (Legacy/Local) This is Ep 1 of series. Like & sub for more CG tips. 👇 #Ornatrix #3dsMaxHair #CGTutorial

Mastering Ornatrix 9 in 3ds Max | Episode 1 - Hair creation Secrets

Image
  #Ornatrix9 #3dsMaxHair #HairGrooming In this first episode, you’ll learn how to add hair step-by-step to a separated scalp in Ornatrix for 3ds Max. We’ll explore two main workflows: using ready-made presets to build hair quickly, and creating it from scratch by drawing guides or strands directly. You’ll also get familiar with the key modifiers, learn to control width, density, clumping, and see how to shape and comb hair efficiently. What you’ll learn: - How to apply presets via Add Hair / Quick Hair - What GuidesFromMesh, Edit Guides, HairFromGuides, ChangeWidth actually do - How to use StrandGravity, Frizz, and Ox Clump for realism - How to draw guides or hair manually - Tricks for increasing strand density and filling thin areas 💬 Drop a comment below - what’s your favorite hair-creation workflow in Ornatrix? 👍 Like and subscribe so you don’t miss the next episodes in the series! ___ 🔗 Useful Links ➡️ Tutorial by CharlyTutors(Andrew Krivulya) ➡️ Follow us on Inst...

How to Export Ornatrix Hair to Unreal Engine - Fast Strands to Cards Workflow

Image
  #Ornatrix #UnrealEngine #3dsMax Learn how to export Ornatrix hair from 3ds Max to Unreal Engine using the Groom system - and convert your Strands to Hair Cards fast and clean. This method keeps the exact shape of your groom, avoids crashes, and works with static hair for games and cinematics. ___ Links: ➡️ Original question on Ephere forum: ➡️ Tutorial by CharlyTutors(Andrew Krivulya) ➡️ Follow us on Instagram ➡️ Ask your question on Discord ➡️ Join the series on our channel ➡️ Explore Ornatrix ___ Timing: 0:00 - Showing the result we have in 3ds Max + Ornatrix. This is a quick example result. 0:06 - Export it to Ornatrix Alembic using these settings: Y-up, No Animation/Static Hair, Unreal Engine Export, Export Strand Rotation, Export Surface Position, and click Export. 0:26 - Then import the object into Unreal through the Groom Plugin. Don’t forget to enable it. Use these settings: Rotation X = -90, Z = 180, Scale X = -1. 0:31 - Drag the object into the scene...

On the Way to Becoming a 3D Grooming Artist | My Story | Episode 10 - 2018 - Grooming/Lookdev for Cyan Eyed(2021)

Image
Back in 2018, I got an absolutely incredible opportunity! Ryan Grobins , who at that time was a CG supervisor at  ScanlineVFX  and had worked on blockbusters like "X-Men: Dark Phoenix" and "Ant-Man and the Wasp", invited me to join his new CGI film  Cyan Eyed! At that moment, I had only seen a single concept of a pirate girl and had no idea it would turn into an amazing 8-minute cinematic that would later win a bunch of awards! And the most fascinating part is that it’s still winning awards to this day! =) Ryan keeps posting  on LinkedIn  almost every week or month about a new prize or festival. And the short itself has already gained over 2 million views on YouTube! As usual, I was doing the work I love most – grooming – but honestly, I was really anxious about how this project would turn out. I absolutely adore steampunk and everything connected with it, and this was something completely fresh and unusual! In the film, I was responsible for creating the hairst...