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Dean Zarkov
Bulgaria
Приєднався 20 січ 2009
3D Artist | Character Design | Blender Tutorials
Procedural Eyes for Stylized Characters in Blender [FULL PROCESS]
Hey everybody!
In this video I will show you how you can create a procedural eye asset for your stylized characters.
It's not simply the material, we will add a lot of procedural geometry features as well, like mesh resolution, eye targeting, scaling and others.
Chapters:
0:00 Intro
0:44 The Noise Textures
1:43 Eye Model
7:03 Eye Material
10:43 Sclera
13:46 Radial Noise Node Group
16:37 Veins
19:15 Iris
20:53 Pupil
23:01 Iris Colors
27:20 Iris Texture
30:21 Ciliary Border Shadow
32:24 Iris Bump
34:44 Transparent Layer
35:02 Veins Bump
37:15 Iris Squish
40:00 Cornea Bulge
43:18 Two Eyes
45:45 Scale Eyes
46:29 Eye Movement
50:29 Eye Squish
58:54 Setup on a Character
1:01:58 How to Paint the Texture
1:03:47 Final Words
If you have any questions or suggestions, feel free to leave them in the comments.You can also check out my work at:
Gumroad Store: deanzarkov.gumroad.com
ArtStation: www.artstation.com/denoa
Instagram: denoa3d
In this video I will show you how you can create a procedural eye asset for your stylized characters.
It's not simply the material, we will add a lot of procedural geometry features as well, like mesh resolution, eye targeting, scaling and others.
Chapters:
0:00 Intro
0:44 The Noise Textures
1:43 Eye Model
7:03 Eye Material
10:43 Sclera
13:46 Radial Noise Node Group
16:37 Veins
19:15 Iris
20:53 Pupil
23:01 Iris Colors
27:20 Iris Texture
30:21 Ciliary Border Shadow
32:24 Iris Bump
34:44 Transparent Layer
35:02 Veins Bump
37:15 Iris Squish
40:00 Cornea Bulge
43:18 Two Eyes
45:45 Scale Eyes
46:29 Eye Movement
50:29 Eye Squish
58:54 Setup on a Character
1:01:58 How to Paint the Texture
1:03:47 Final Words
If you have any questions or suggestions, feel free to leave them in the comments.You can also check out my work at:
Gumroad Store: deanzarkov.gumroad.com
ArtStation: www.artstation.com/denoa
Instagram: denoa3d
Переглядів: 2 052
Відео
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Переглядів 3,2 тис.5 місяців тому
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I'm back, I'd love for a video of you just using your tool making a full head of hair. a timelapse of sorts. to show a proper workflow with it.
Hello, can we create a hair that is very low poly with the add on ?
You can set the resolution of the mesh from the "Settings" panel.
I just watched all the update videos and the Shader video, I just picked this up before watching because it seemed promising but after watching.. man I got so much more, this is awesome. So excited to use this.
Hi, when I add a hair cruve it is way too long, what could be the issue?
Before you click to add the hair curve, on the top there is a "Curve Shape" drop-down menu. There you can set the Length.
@@denoa3D Thank you, for the quick answer, I found it.
good!
Great video! You should make that sculpt video
Dude, this plugin is a beast!!!
This video saved my project! Thank you!!
Hi Dean, the addon is great, offering many useful features, but after adding around 25+ curves, Blender starts to lag when moving or editing them. Adjusting the resolution parameters didn’t seem to help much. Has this issue been encountered before, or is there a known workaround? For testing, about 150 regular curves were added with a resolution preview of 100, and they performed smoothly in edit mode without any lag. Therefore, I assume that the performance problems are due to the complexity of the geometry nodes Specs: NVIDIA 3070, Intel Core i7-10th Gen, 64GB RAM.
Yes, if you add more curves you should expect some slowdown. I have tried to optimize the node tree as much as possible, but still, having a large node tree on every curve is going to tank the performance. Here are a couple tips on how you can avoid these issues: 1. If you have lots of hairs that are similar in shape, you can have them as a single Curves object. Simply add new hair curves with the Add brush in Sculpt mode. They will all share the same node tree, which is more lightweight than having them as separate objects with their own instance of the modifier. Of course, this will limit the editing ability, since they all have the same settings, but you can still change individual Thickness and Rotation from Edit mode with Alt S and Ctrl T. I usually do this on "filler" hair curves, that are not that key to the overall hair style. 2. If you have some hair curves that you know you are set with and not going to change them, you can convert them to mesh and this will remove their instance of the modifier. 3. Lowering the geometry resolution still helps with the performance. Also, having a low poly base mesh helps a lot. These are some thing you can try to improve your scene. I have more optimizations for the next update, that will hopefully help people with lower specs.
you beautiful beautiful man, I needed you in my life sooner
Hi Dean I cannot have a mesh line for growth the eyelashes on it. Ho I create a mesh line? I need to select the vertex and extrude it?
Yes, simply add a new mesh object, merge all its vertices with M, so that you have a single vertex, then extrude and snap it to your character.
With every option my jaws dropped lower and lower. Amazing
Thanks a lot Bro,!!!! esto en verdad me ha ayudado mucho!
Thank you so much for this tutorial, the eyes look fantastic! Ideally, when the eyes are squished and then rotated on the Z axis, I'd like to rotate each eye texture back out towards the center, so they don't look cross-eyed. I suspect it's related to the CombineXYZ of the Eye Geometry section, but I can't figure out how to make that one counter-rotate!
You want the iris to be at the center of the flattened circular region, if I'm not mistaken. That would be very easy to set, you just have to rotate the whole eye with the squishing rotation: 1. If you pause the video at 58:44, get the first 'Vector Rotate' node (the left one) and duplicate it with its connections (Ctrl Shift D). 2. Check its 'Invert' checkbox. 3. Add a new 'Set Position' just before the other Set Position (in the video frame). 4. Plug the output of the copied Vector Rotate to the 'Position' input of the new Set Position. This will rotate the eye texture with the squishing rotation. You can add a Switch node, if you want to make a control out of it. Technically, it will be "cross-eyed" once you do that 😅, but I know what you mean, "visually". Though, if the angle of the squish is too great, the eye movement will start to look unnatural. In that case it's better to have separate eye objects, and maybe even separate target objects. Hope this was clear, let me know if it worked out.
@@denoa3D Wow, I really appreciate the speedy reply! This is close to what I want, but I was just hoping to rotate it slightly. This does indeed make it a little too cross-eyed in the other direction. Is there a way to control this more precisely?
Yes. Simply add a Mix Vector right after that new Vector Rotate and use a Position node for the second input of the Mix. That way you can control the amount of shift.
@@denoa3DThat's it! Amazing, thanks for the help!
Hi Dean,I found this issue that I used this hair on a rigged model, when I rotate the head, the hair cross-section will rotate too,if the hair used a line profile,you will see the hair rotate like filped.and the addon works well on not bone rigged modle .could you please help me fix this?
Hi. That usually happens when the root of the hair changes its relative angle with the base, so the curve normal gets recalculated each time the hair moves, getting all wonky. I've accounted for that in latter versions, so make sure you use the latest version of the addon and rig the base mesh to a Bone, not with Armature Deform. Also, one thing might help is to increase the Effect Factor slider a bit higher, so it ignores the hair root. I can't really recreate that issue, so if these things don't help, send me an email with some more info so I can look into it.
@@denoa3D Thx for reply,I'l send you an email.
Hi man, the counter rotation of Z breaks the simetry of the shader, one eye is visually more rotated than other, i really don't know how to fix that.
Hi, check the answer to the pinned comment, I think you have the same issue.
awesome addon. the hair always is a problem for me , but with this addon i'm not stressed
This has to be one of if not the best addon for stylised models, hair is a pain and you have basically turn it on its head with this addon no pun intended brilliant tutorial although it took some finding. If you add this tutorial to your blender store I think you may see an uptake in sales. Great work and updates.
wonderful tutorial, a masterclass as always.
Gold!
awesome and impressive sir
So, I noticed you mentioned editing the hair strands individually. How did you do that within a single object? Or did I misunderstand when you said that?
How do I control the shape with curve editing rather than moving it with a sculft?!
You can use the add-on on bezier or path curves as well. There you can edit them normally. Otherwise you can edit hair curves in edit mode with proportional editing on, but that is less useful than sculpting.
Can use in blender 3.4?
No, this uses the updates to geometry nodes past version 4.0
@@denoa3D How do I use that eddon in blender 3.4? I would appreciate it if you could attach the link.
Hi, I have been using this addon for a while and I really like it. Right now I have a problem that it doesn't let me comb the curve when I'm below it. I can only do it when I have falloff enabled in projected, but when I do that, it edits parts of the curve that I don't want to modify. Would you know how to solve this?
Yeah, that's a part of Blender that is kinda annoying. Unfortunately, I don't know of any solution, apart from, as you said, set the falloff to Projected.
Recently bought this add-on. Great job man! Though what's the process if I have different hair strand settings/configurations on a character, merge all the hair then bake into one texture?
Kind of. If you convert the hairs into mesh and combine them in a single object, you can't bake the textures right away, because the combined mesh will have overlapping UV islands. If you try to bake, the last UV layer to be baked will override all the others. You really need to pack the UV islands before baking, but if you do, some of the textures that come from attributes will shift around, so you won't have the same effect. Here is a workaround you can try: 1. Create a high-poly copy of the hair curves, convert them and merge. 2. Bake any texture you want from the material to color attributes (create new ones for the bake, you can use Face Corner data for better resolution) 3. Pack the UV islands. 4. Now you can bake the color attribute to an Image Texture. You can get access to it in the shader with a 'Color Attribute' node. 5. Then you can use the Image Texture in the low-poly version of the hair. Obviously, this has some drawbacks, but the higher poly you have your burner mesh, the better the quality of the texture. You also have to pack the UV islands the same way in the high and low poly versions of the hair mesh. Hope this works out for you.
wowwwww!!
"Trim Curve" for the profile curve should work too.
IRIDESCENT!!!
Its awesome that's you're making a walkthrough. I've bought your addon because I appreciate your efforts!
unfortunately the addon is crashing blender. not sure how to diagnose
simply changing the eyelash count crashed blender
i don't suppose you would make a simpler lightweight version?
Hey, that's weird, I can't recreate this issue. What Blender version are you using?
@@denoa3D 4.2
Blender add-on for this coming? :D Guaranteed purchase!
太棒了!amazing!
Also, is it somehow possible ot fix the performance?
Check the mesh density of your base mesh. Try to make it as low poly as you can.
@@denoa3D its currently at 800 faces
i absolutely love this addon, one question i have, is it possible somehow to make a curve and have 2 pointy ends on one side? If not, might be worth a shot for a future update?
This looks *utterly* stunning. Truly blown away by the depth and robust features of this thing. Didn't know I needed it until I saw it, well done!
Very interesting addon. The Material here, can it be used both in EEVEE (Next) and Cycles with equally good results?
For the demo character exactly, yes. The material really, is what you make of it. The shades from the addon will work on both render engines.
Hi, I wanna suggest an opinion for next version. I would like to add a feature that allows a single strand of hair to branch out.
Yep, that is something I am working on!
This worked perfectly, thanks!!
damn, big if tru
Guys, please, help me 😩 How to prevent a strand from colliding with other strands?
Hi. You can't easily do that right now. I am working on stand collisions for the next update 🤗
@@denoa3D oh, thank you for replying me. So I will wait for the next update :) when do you plan to release it?
Dear Dean, we need a detailed tutorial about how to animate your hair 🙏
wow, where did u learn. this knowledge is expensive
I did it myself a couple years ago simply by trying some of these noises until it looked nice.
Did somebody say index switch node?
The internal tutorial is incredibly helpful! I wish more addons had something like that.
This is going to save me so much time and effort! Youre wonderful
is it possible to add an option to make the generated armature start from lower down the hair? starting at the root is not always convenient for simulation, especially for stylized hair.
I can definitely do that. I was intending to do an update to the generated armatures to be a bit more useful. Just out of curiosity, what would be a good starting point for the armature chain - further up the hair strand or backwards, into the head of the character?
@@denoa3D especially in anime style models, the bones tend to begin lower down the hair. this can prevent bangs from moving too much, allow for ahoges to stay in place, or have the back of the head stay in place while the ends can move. i think the option to have it go all the way to the root is still good to have, for ponytails it would be essential. i dont know if moving it into the head would be useful, though.
Yep, definitely could do that in the update. If you want to do that now, you can just move the 'root' joint further up the hair strand while using Volume snapping.
Damn, very impressive! The fact that I spend 6-7 hours styling spiky hair for short-haired male characters because I need roughly 100-150 curves to cover the whole head... It's a painful process, and I can already see how much pain this addon could save me from. I can't wait to give it a go and see how much I can cut down from my usual work time! Thank you so much for sharing this addon with us! 🙏 You deserve so much more followers
woaaa... so cool....
Hello, great addon, but I have some problems with dynamics. When I add an animation to my character, the strand stretches. The root is following the head, but the rest stays in place. Does the hair move only when I move the character live, or with animation too?
That happens when you parent the hair curves or the base mesh to the rig with the Armature Deform. Instead, parent to the bone directly, through Pose Mode.
@@denoa3D Thank you so much, now it works perfectly!! Your addon is truly magical!! 👏
Actually such a good video, THANK YOU! sad that your effort receives so little attention