How to Create Eyelashes in Blender

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  • Опубліковано 15 жов 2024
  • My workflow in less than 2 minutes on how to create a realistic eyelash using particle systems in Blender 3D software. Hope someone would find this useful.
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КОМЕНТАРІ • 15

  • @The3Dsmash
    @The3Dsmash 2 роки тому +2

    You make it look so simple. Thank you for sharing this great technique!

    • @adiidiin
      @adiidiin  2 роки тому +2

      thank you! you're welcome and i hope it helps c:

    • @adiidiin
      @adiidiin  Рік тому +1

      @Roxx Chirinos Yay! Best of luck! c:

  • @Han3D
    @Han3D Рік тому

    Searched almost every eyelash demo videos, this one is the best

  • @thay.mendess
    @thay.mendess 4 місяці тому +1

    Ajudou MUITO 😭😭😭❤
    Estou há 4 dias tentando todos os tutorias da internet e não conseguia e o seu deu certo. OBRIGADA!

  • @DibbukStudio
    @DibbukStudio Рік тому

    thanks a lot, this help me so much!

    • @adiidiin
      @adiidiin  Рік тому

      Thanks for watching 😊

  • @JuanCarlosZambrano242
    @JuanCarlosZambrano242 Рік тому

    Thank you!!! 💚💚

  • @poochyboi
    @poochyboi 10 місяців тому

    do you have one for stylized eyelash/eyebrows?

  • @skywalker0999
    @skywalker0999 Рік тому

    I’m good with everything up to the copy to other side, when I select and try to copy over, I get nothing. Selecting the new vertex group in object mode , ctrl-d, then shft ctrl v

  • @マルコスですか
    @マルコスですか Рік тому

    Hi! I follow this tutorial but when I rig my character the eyelashes and eyebrows doesn't follow the head when I pose it, How I should to do it?

    • @عبدالوهابمجتبى
      @عبدالوهابمجتبى Рік тому

      maybe u should parent it to the eyelid

    • @HVM_fi
      @HVM_fi Рік тому

      Better late than never. You need to either parent them to the armature deform (your face rig or character rig) or if you use the shape keys, then you need also add a SurfaceDeform modifier. Or simple just ignore tutorial and grow hair from actual mesh, just don't hide it, and you don't need to copy exactly same bone weights to the separate particle emitter mesh(esh), just remember disconnect, hair if you remove any vertex from your model and then reconnect them later, (this destroys precise particle edit data whoops...) Also this all is outdated, you should use The Geometry Hair now, where you can invent Math again in node mode.