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Showing posts with the label maya

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...

ZBrush to Maya with Ornatrix Ep. 2: Your FASTER Hair Workflow 🔥

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  Welcome to Episode 2 of the ZBrush to Maya with Ornatrix series! In this tutorial, we move beyond the full-resolution export and dive into a much faster, more optimized workflow. Learn how to create beautiful, complex hair from a lightweight set of guides, giving you more speed and flexibility in your grooming process. This method is perfect for creating production-ready assets efficiently. ___ 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/ ___ Timestamps (Chapters): 00:00 - Intro & Recap of Episode 1 00:22 - The Optimized Workflow: What We'll Cover 00:45 - Exporting Lightweight Curves from ZBrush (Low PreViz) 01:04 - Importing & Grounding Guides in Maya 01:39 - Filtering & Reducing Guide Count with the Ornatrix ...

ZBrush to Maya with Ornatrix | Ep. 1: Full Hair Export & Arnold Render

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  Hi everyone! In the first episode of my new series, we'll break down the complete pipeline for transferring a hairstyle from ZBrush to Maya using Ornatrix, and prepare it for rendering in Arnold. This tutorial covers the entire process from export to a final test render, so you can confidently transfer your most complex hairstyles. ___ 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/ ___ Timestamps (Chapters): 00:00 - Intro: ZBrush to Maya with Ornatrix 00:31 - Exporting Curves from ZBrush (100% PreViz) 00:52 - Importing to Maya & Creating Ornatrix Guides 01:12 - Grounding Guides to the Scalp (Ground Strands) 01:28 - Optimizing the Scene (Collapse Stack) 01:35 - Creating Hair from Guides (HairFromGuides) 01:49 - How to Fi...

Overcoming 255 CV Limit in Ornatrix Maya to UE: Dreadlocks Tutorial

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  How to Bypass the 255 CV Limitation in Unreal Engine 5.3 Using Ornatrix in Maya In this video, I provide a detailed explanation of how to overcome the 255 CV point limit on curves in Unreal Engine (starting from version 5.3) using the capabilities of Ornatrix in Maya. This method enables the creation of complex hairstyles, such as dreadlocks, without compromising quality. This video is a response to a subscriber's question here: Telegram Post Links mentioned in the video: Limits for creating fur in Unreal 5 | How to solve? Strand Length and CV Points - UE 5.2 vs 5.3 - Answered Become a channel sponsor and get a 15%, 50%, 100% discount on all my assets. It's enough to do it here . Also, if this is your first time on this channel, I recommend watching its trailer . 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...

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

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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 - Krivu...