Just discovered this channel (after investing some buck on a course elsewhere...) this seems truly like a gold mine and would definitely love to join, but sadly I'm way too anxious over discord (super shy introvert, basically takes all my energy just to open the mic and compete for having the word in a room full of unknown people...). For now I'll be happy subscribing and learning from these free videos to take my skills to the next level (I'll pay my fee with a like and comment on each video I watch)
Welcome. No worries, that's completely normal and you'll find lots of students are the similar. There is text chat, voice chat, share screen an webcam. So you can experience workshops in any format you like. Some people just enjoy watching the VODs. So lots of options. Apart from that it's a friendly and supportive community!
Hello, would you do this same method for dreadlocks on a game ready model? I'm not sure how to go about fixing flat planes so they look like round bunched up hair strands. I've tried the discord server with no luck unfortunately.
Making dreadlocks for a game model is pretty tough. You'd use cross-hatched geometry and mix in some floating planes to create the look of round, bundled hair strands. This gives it volume without using too many polygons. The final look will also rely a lot on shaders, using normal and opacity maps to make the hair texture and depth pop.
Hi, how about the feathers? This topic is not open at all, it is very difficult to find any information. For example, how to make a game chicken with feathers. Can you make a video on this topic?
Hi Virtus, would you by any chance be able to share the optimized Paragon shader? For members perhaps? I am currently using it on my hair cards and struggle with optimizing it myself and getting a nice result. Thanks for the content!
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Can you do a video on animating the hair cards? Also can you showcase that character at the beginning?
really useful video, in the process of doing hair for my character so very good you're explaining the workflow thanks!
Thank you for the tutorial, I hope you do more about hair in the future
Just discovered this channel (after investing some buck on a course elsewhere...) this seems truly like a gold mine and would definitely love to join, but sadly I'm way too anxious over discord (super shy introvert, basically takes all my energy just to open the mic and compete for having the word in a room full of unknown people...). For now I'll be happy subscribing and learning from these free videos to take my skills to the next level (I'll pay my fee with a like and comment on each video I watch)
Welcome. No worries, that's completely normal and you'll find lots of students are the similar. There is text chat, voice chat, share screen an webcam. So you can experience workshops in any format you like. Some people just enjoy watching the VODs. So lots of options.
Apart from that it's a friendly and supportive community!
That tutorial is spot on. Thanks
I think I was one of the ones that asked :)
Nuice! thanks!
Always keeping an eye out 🙂
Hello, would you do this same method for dreadlocks on a game ready model? I'm not sure how to go about fixing flat planes so they look like round bunched up hair strands. I've tried the discord server with no luck unfortunately.
Making dreadlocks for a game model is pretty tough. You'd use cross-hatched geometry and mix in some floating planes to create the look of round, bundled hair strands. This gives it volume without using too many polygons. The final look will also rely a lot on shaders, using normal and opacity maps to make the hair texture and depth pop.
Hi, how about the feathers? This topic is not open at all, it is very difficult to find any information. For example, how to make a game chicken with feathers. Can you make a video on this topic?
Hi Virtus, would you by any chance be able to share the optimized Paragon shader? For members perhaps? I am currently using it on my hair cards and struggle with optimizing it myself and getting a nice result. Thanks for the content!
Sure, I can probably arrange that