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Mastering ZBrush Hair in 3ds Max with ORNATRIX. Ep 2

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  EXPORT ZBrush Hair to ORNATRIX 3ds Max. Episode 2: V-Ray Render & Real-Time Look Dev in Chaos Vantage In this second episode, we take the next crucial step with the hair we prepared in our first video. The focus here is not on creating a final, polished hairstyle, but on teaching the process of look development. Using the quick groom we created in ZBrush as our example, our team will demonstrate the complete workflow for setting up lighting, materials, and performing real-time look dev with the powerful combination of Ornatrix, V-Ray, and Chaos Vantage. This guide is designed to help your team master the techniques for iterating on any hairstyle, allowing you to efficiently explore and finalize its look. Useful Links: Follow us on Instagram: https://www.instagram.com/ephereinc/ Watch the full series: [https://www.youtube.com/watch?v=t63AHEkMJKs&list=PLpRi3ovyFM-1-G5xjSHrENps61rsruCS6&index=1&t=1s] Learn more about Ornatrix: https://ornatrix.com/ Timestamps ...

How to transfer Fur in Ornatrix plugin to a new object in Autodesk Maya? Part 2

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  In this video series - I show you how to transfer the Ornatrix wool from my asset to your model in Maya. Episode 2 about how: - set up the correct clump and sub-clump - using multiple Frizz modifiers to achieve realism - using a little trick - to give the guides an arbitrary shape - edit fur and close gaps More tutorials: - Ornatrix Maya → https://bit.ly/2HILywo   - Maya → http://bit.ly/2NVabpZ   You can buy the asset using these links: - CGTRADER → http://bit.ly/38GIYBs   - ARTSTATION → http://bit.ly/39wKtRX        Video content: 0:00 - Turn on subtitles. 0:05 - Ephere and about the official Discord + Telegram, Facebook, and the forum. 0:25 - Greeting and lesson topic. 0:52 - Channel support 1:15 - About the Youtube community 1:25 - How to speed up the episode release? 1:38 - How to avoid the Clump bug? Customizing the modifier. 2:25 - Adding Sub-Clumps 3:57 - Setting up Frizz. 7:39 - A secret that adds even more realism 8:36 - Editin...