Ornatrix | Maya grooming for character "Commander" from Samir Mir. | Episode 10

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  • Опубліковано 27 січ 2025

КОМЕНТАРІ • 4

  • @charlytutors
    @charlytutors  Рік тому

    ➡bit.ly/45KCxsr - is huge source of 3D groom scans and 2D groom&anatomy references for artist and game developers.
    ___
    ➡If this is your first time on the channel, watch the trailer - ua-cam.com/video/Ed8AZ3ToP2s/v-deo.html
    ➡ORNATRIX TELEGRAM - t.me/grooming3dblog
    ➡ЛАМПОВЫЙ КАНАЛ - t.me/theartofcharly
    ___
    Samir LINKS:
    ➡ www.artstation.com/samir_mir
    ➡ ua-cam.com/video/eBSNfPrfVAM/v-deo.html
    ➡ instagram.com/samir.mir.art/
    ___
    SUPPORT ME:
    Dear friends, if you find value in what I do and enjoy my lessons, I would greatly appreciate your support.
    There are several ways you can help. If you are interested, you may:
    ➡Purchase my models on CGTrader. This not only supports me, but also provides you with high-quality resources for your own projects. You can do this here - www.cgtrader.com/charly-1
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    ➡Share my videos with your friends. The more people that see my content, the more I can grow and improve.
    ➡Purchase plugins from my partners using the links provided. This supports both me and the hardworking teams that create these useful tools.
    Plugins:
    ➡Fibershop - cgpal.com/fibershop/?ref=10
    ➡BraidMaker(Maya) - gumroad.com/a/1025700979
    ➡Coiffure(Maya) - gumroad.com/a/476017779
    ➡CreativeBundle(Blender) - gumroad.com/a/993899635
    ➡KobVebs(Maya) - gumroad.com/a/427881587
    ➡CombMyGuides(Maya): gumroad.com/a/627709043/QnPFH
    ➡DrawGroomGuidesTool(Maya): gumroad.com/a/627709043/sOYfL
    Your support means a lot to me, and it's thanks to generous individuals like you that I am able to do what I love. Thank you
    ___
    USEFUL LINKS
    ➡ ARTSTATION - www.artstation.com/artofcharly
    ➡ Interviews and magazines - bit.ly/2MEZici
    ➡ UA-cam Community with news - bit.ly/3fuQMu2
    ___
    ORNATRIX GROUPS(ask your questions here):
    ➡ Discord - bit.ly/3twOoHU
    ➡ Reddit - www.reddit.com/r/ornatrix/
    ➡ Maya - bit.ly/3oNeP8l
    ➡ 3ds Max - bit.ly/2YEcJ05
    ➡ Cinema4D - bit.ly/3tupzw
    ___

  • @TienZZZ-666
    @TienZZZ-666 29 днів тому

    Can you explaint how "ox gennerate data" that you used with "clump1". i dont understand how to use it. at 17:53

    • @charlytutors
      @charlytutors  22 дні тому +1

      I just use this channel to see the Clump color, meaning to visually see the separation. So first, I obtained this channel in the Clump modifier by clicking the "Add to Clump Index Channel" option. This is what created the sc_Clump1 channel, which I then use in Generate Strand Data to get the color. You can directly see in the settings that I create a group for Edit Guides, which I use above. For Target Data, we select Strand Groups, and for Generation Method, we choose SeExp.
      Then, at 17:44, I write the actual expression to extract the channel obtained in the Clump modifier.
      At 17:52, I show where I got this command from and how to look them up. You need to open the Expression Editor and click on List. There, you'll see all available channels. If you have 3 Clump modifiers and press Add to Clump Index Channel in each, you’ll see sc_ClumpIds, sc_ClumpIds1, sc_ClumpIds2.
      I specifically used sc_ClumpIds1, meaning the data from Clump2 (in my case) - the second modifier always starts with 1 because the first one isn’t numbered.
      At 18:10, you can see that I have an option enabled in SubClumping called "Add Clump Index Channel." This is precisely what adds the channel I use in GSD.
      So there’s nothing overly complicated here. It’s simply for visual representation in the Viewport.
      In reality, this isn’t even necessary anymore, because when you click "Edit Clumps" directly in the Clump modifier in newer versions, you’ll already see their colors. A visual color separation for each clump... It’s just that this wasn’t available in older versions.

    • @TienZZZ-666
      @TienZZZ-666 21 день тому

      @@charlytutors thanks,. i`ll try more.