abe i am so happy i found your channel you are a master at what you do, really, i have watched countless 3d videos and even though i have learned a lot from just about everyone it really 'clicks' with you, keep it up you really have a knack for it and the work is always really great on top of it all, thanks so much!
Thanks God i found your channel i learned so much from your tutorials and i was every sad when you left nexttut, i just found your channel at this very moment and i am so happy for that. Thanks for being here for us.
I've been looking for this for 2 days. When I rendered the materials created in Xgen, the Arnold colors were not showing on the GPU. Dude, you are amazing. Thanks to you, I managed to make colors. Greetings from turkey..
Hey Abe ! First of all wish you a very happy newyear and I hope youre doing fine . I am an avid follower of your videos and those are a lifesaver plus embeded with tons of knowledge . But I have a request could you please make a video dedicated to furry characters where Xgen can be used for the fur creation please it would be of great help . In the end , your videos are awesome keep up the good work 🫡
I would like to rig the hair guides and animate them manually (not automattion), is there a way to do that? or can you please recommend me a video for that since it's hard to find tutorials nowadays for Xgen regarding animations. Regards
Hi your tutorial really helped me dealing with xgen however my xgen is always loading for example if I add the modifiers or change something it will take about 2-3mins and sometimes it crashes. My model is around 50k polygons
I have two question. 1) What happened to NEXXTUT? 2) why XGEN file management is so bad? Like litterally 1 night I work on something and next tut file is missing or no texture file is found and lot of errors . why all of this? 1 more thing. Is YETI is good alternative to Xgen? BTW sorry I was just landed my first ever full time 3d modeller job all thanks to you and your work. cause of that I was pretty busy lately now I got back on personal work. So once again thankyou so much❤❤
Hey My friend! so for the first question Nexttut is still there and i am proud of all the work i did for them. However our ideas and goals were no longer aligning and i decided to step down from my role and begin this new brand . As for the complexity of Xgen, i believe it is required for all the advance things it allows you to do. It can be quite annoying to be honest but once you get an idea of the system it becomes more managable As for Yeti i personally havent tried it but i did try Ornatrix and it is indeed a little bit simple than xgen to understand i think, but the extra price tag can be steep.
Hello, when I started adding guides, the brush was too big, also the guides were too big, is there any way to adjust the brush size when adding the guides so they don't look so huge? thanks in advance :)
that probably means that you are not working on real world scale, i recommend scaling your mesh before starting with the xgen process since real world scale is very important for a proper worfkdlow and a realistic render
Really solid material :) but now the question comes how this could be used in game engines / other renderers. It's hard to find any decent tutorials actually showcasing that and you seem to explain things in quite clear way and seeing some tut about actual use of xgen in unreal would be amazing. From my experience at many job interviews after being told my projects looks dope I was actually asked if I can bring this with functionality and details to like unreal engine and there usually the talk got to dead end while those who just knew the pipeline and had almost no characters done got the jobs :/
Excellent question! This can indeed be brought into unreal as real hair, that is one fo the things that metahumans are using. However it is not cheap performance wise. Only heavy systems or really well optimized games can use these systems . Once I finish the texture for this character I will show you guys how to import to Unreal :)
@@00beast7 if you mean the mesh that i used for the head you can easily have that in real time with nanite inside of Unreal. Same for the hair, as i was explaining you can now import hair fibers into Unreal and have them react dynamically. The Withcer 3 did it back when it released and a 1080 could handle it no proble, Here is some documentaiton about it but i will cover it later in the channel as well. docs.unrealengine.com/5.0/en-US/hair-rendering-in-unreal-engine/
@@AbeLeal3D But in recent blender summit. there while showcasing hair system they say that" Hair is simply mesh & if we take this into account of 1000 of model in open world with every hair dynamically working proper system gonna crash alot. That's why most game uses Hairs card which are effeicient and good with the quality of work.
Thank you for sharing this tutorial. But there were some errors while I was building the mask, it popped up "Error while trying to do ptexBake" and "Part of path doesn't exist". How can I fix this? 😭😭
you need to save the scene, have proper naming convention, have a project setup and assign a lambert material to the object, you can change it later but it needs a maya material for the paint to work, dont ask me why 😅
Yes of course the island of faces would usually share the same weights of the main mesh and the hair should update as the character moves around. There are a couple of extra steps involved but I will cover those later here in UA-cam as well!
ok Im really confused right now, so I was clicking around and found there is only one guideline I can select the points, which is the last one I created, so I deleted all the other and recreate them and now they are selectable. I have no clue what is causing this...
Question. How did you manage to import the FBX into Maya so it keeps the same file name?. When I import an FBX created in Zbrush, the outliner shows it as "fileNameFBXASC###". When I import an OBJ, the outliner shows it as "fileName:ZBrushPolyMesh3D". I have disabled the namespace in the import dialogue window, resolve/clash nodes, NameSpace Editor, searched all of google but nothing. The ONLY way that seems to work is to open the OBJ or FBX in NotePad++, replace the extra suffix and save. I tried these same files in Blender and they come in with the correct name and no added suffixes. Any ideas?. Thanks
Huh that's weird. This was a normal decimated mesh, if you are exporting using the fbx export plugin you could try setting the fbx file format to ASCII but otherwise it should work normally
It's a complicated answer. Most top studios indeed use Maya, Houdini and 3dsMax. However there are a lot of studios that are starting to use blender as well even epic games.
@@AbeLeal3D ¿Sabes, Abe? Mi sueño es trabajar en tu estudio. He aprendido mucho de ti y te lo agradezco infinitamente. Sólo he terminado un proyecto porque trabajo como guardia de seguridad 24 x 48 y a veces es complicado pero le voy a echar muchas ganas para tener el nivel suficiente y poder conocerte algún día. Saludos desde Querétaro.
Hey there,Im having problem with Marvelous Designer 12, i imported my own character from Zbrush, when i start the simulation cloth don't stick to the body instead it falls down to the floor, can you pls help me with this?
I would need to take a look at the character. If you can please submit some images in the help channel of the discord and tag me. I will be happy to help :)
the only video which I have ever liked before watching
So good.. there's not much of x gen videos out there. This was a great one
Absolutely stunning. Straight to the point and no bullshit. Gonna sub to you. Looking forward to more content!
thanks!
abe i am so happy i found your channel you are a master at what you do, really, i have watched countless 3d videos and even though i have learned a lot from just about everyone it really 'clicks' with you, keep it up you really have a knack for it and the work is always really great on top of it all, thanks so much!
Thank you my friend! Welcome to the club!
Hi man, i wanna thank you very very much, i am from brazil and there is no video tutorials like yours. U are amazing!
Thank you!
Thanks God i found your channel i learned so much from your tutorials and i was every sad when you left nexttut, i just found your channel at this very moment and i am so happy for that. Thanks for being here for us.
Welcome back my friend! Happy to see you found it!
@@AbeLeal3D thank you so much
Thanks to your video, now i can adapt the workflow in Blender. I often get confused on how to make hair guide properly.
Thank you so much for sharing all of this, helped me a lot. Thank you, thank you
You are so welcome!
Thanks for this. 👍
Would love a Blender Hair Tutorial version as well.
omg, i think im finally starting to understand xgen, thankyou :D
Happy to help!
Wanted to add some instanced objects to a practice render and this explains a lot
you are a great teacher, very easy to understand you.
Thank you! 😃
when you see his face you can't miss it. I have 4 TB data of tutorials and he is on top among 3 best tutors.
Oh man thanks for the kind words! It means a lot! ❤️
What are rest of the tutors?
Your tutorials are awesome bro!! Please make a detailed tutorial about the hair cards..
Thanks Teacher Leal! Your tutorials are amazing!
Glad you like them!
I've been looking for this for 2 days. When I rendered the materials created in Xgen, the Arnold colors were not showing on the GPU. Dude, you are amazing. Thanks to you, I managed to make colors. Greetings from turkey..
foruma da yazmıştın değil mi sen
@@kedigiller111 aynen nerden bildin 😆😆 bir kişi de cevap vermedi sağolsun.
@@sadikkusat verecektim tam burada da görünce zaten cevap bulmuşsun diye vermedim :D
@@kedigiller111 sende cevabı bura da bulunca cevap mı verecektin yoksa 😅 çok teşekkür ederim başardım diğer sorulara yanıt verebilirsin ama 🤣 🙏
@@sadikkusat eskiden denk gelmiştim videoya, soruyu görünce tekrar bakayım, linki atayım diye geldim de sen de bulmuşsun zaten.👌
Hey Abe ! First of all wish you a very happy newyear and I hope youre doing fine . I am an avid follower of your videos and those are a lifesaver plus embeded with tons of knowledge . But I have a request could you please make a video dedicated to furry characters where Xgen can be used for the fur creation please it would be of great help . In the end , your videos are awesome keep up the good work 🫡
Happy new year! an yes noted! i will add that to the list of videos
Very nice vid about hairs. Can you show how you export this for the engine? maybe Unreal that will be very nice and helpful too
Can you make a tutorial on how to simulate the hair for animation? This is an overlooked subject, and people do not want to share or talk about it.
Thank you !😊
Awesome dude ❤
I would like to rig the hair guides and animate them manually (not automattion), is there a way to do that? or can you please recommend me a video for that since it's hard to find tutorials nowadays for Xgen regarding animations. Regards
thank You :):)
Thanks for sharing
Hi your tutorial really helped me dealing with xgen however my xgen is always loading for example if I add the modifiers or change something it will take about 2-3mins and sometimes it crashes. My model is around 50k polygons
Could be a system issue, xgen can be heavy, are you working on laptop or PC?
Great tutorial. easy to understand and explain. talk a little fast but 9 out 10
Yeah I get too excited, I really can't help it I have tried 😅 I recommend listening at .75x that might help
thanks sir !
Can you make a video on how to export the xgen hair into UE to render it there?
So good
How to parent it with head...😢. when i move my character the hair doesn't follow it ..
I have two question.
1) What happened to NEXXTUT?
2) why XGEN file management is so bad? Like litterally 1 night I work on something and next tut file is missing or no texture file is found and lot of errors . why all of this?
1 more thing. Is YETI is good alternative to Xgen?
BTW sorry I was just landed my first ever full time 3d modeller job all thanks to you and your work. cause of that I was pretty busy lately now I got back on personal work. So once again thankyou so much❤❤
Hey My friend!
so for the first question Nexttut is still there and i am proud of all the work i did for them. However our ideas and goals were no longer aligning and i decided to step down from my role and begin this new brand .
As for the complexity of Xgen, i believe it is required for all the advance things it allows you to do. It can be quite annoying to be honest but once you get an idea of the system it becomes more managable
As for Yeti i personally havent tried it but i did try Ornatrix and it is indeed a little bit simple than xgen to understand i think, but the extra price tag can be steep.
Hello, when I started adding guides, the brush was too big, also the guides were too big, is there any way to adjust the brush size when adding the guides so they don't look so huge? thanks in advance :)
that probably means that you are not working on real world scale, i recommend scaling your mesh before starting with the xgen process since real world scale is very important for a proper worfkdlow and a realistic render
why you dont have tutorials about blendshapes in maya?
Cause I haven't recorded them yet 😅
Really solid material :) but now the question comes how this could be used in game engines / other renderers. It's hard to find any decent tutorials actually showcasing that and you seem to explain things in quite clear way and seeing some tut about actual use of xgen in unreal would be amazing. From my experience at many job interviews after being told my projects looks dope I was actually asked if I can bring this with functionality and details to like unreal engine and there usually the talk got to dead end while those who just knew the pipeline and had almost no characters done got the jobs :/
Excellent question! This can indeed be brought into unreal as real hair, that is one fo the things that metahumans are using. However it is not cheap performance wise. Only heavy systems or really well optimized games can use these systems .
Once I finish the texture for this character I will show you guys how to import to Unreal :)
In single word NO
no system can simulate this heavy mesh in real time inculding today's graphics game, even you get 4090ti super duper ultra ...
@@00beast7 if you mean the mesh that i used for the head you can easily have that in real time with nanite inside of Unreal. Same for the hair, as i was explaining you can now import hair fibers into Unreal and have them react dynamically. The Withcer 3 did it back when it released and a 1080 could handle it no proble, Here is some documentaiton about it but i will cover it later in the channel as well.
docs.unrealengine.com/5.0/en-US/hair-rendering-in-unreal-engine/
@@AbeLeal3D But in recent blender summit. there while showcasing hair system they say that" Hair is simply mesh & if we take this into account of 1000 of model in open world with every hair dynamically working proper system gonna crash alot. That's why most game uses Hairs card which are effeicient and good with the quality of work.
we need a proper
xgen course
Why my guides look so tiny? ALso, is it possible to place multiple guides in an area with just one click?
Send question and screenshot in our discord community - discord.com/invite/w9GBhyV4wU
Thank you for sharing this tutorial. But there were some errors while I was building the mask, it popped up "Error while trying to do ptexBake" and "Part of path doesn't exist". How can I fix this? 😭😭
you need to save the scene, have proper naming convention, have a project setup and assign a lambert material to the object, you can change it later but it needs a maya material for the paint to work, dont ask me why 😅
why is Xgen so bugged, dang it. only flat planes for hairs and no preview. even the render is tettible.
why if I clicked Preview no hair strand is visible, my density also 100 still its not visible...i follow all over steps till here
Please help
make sure all the paths are propely setup and that you have assigned the proper materials as well
Hello. Thanks for great video it helped me a lot!!
I have a question
Would this tutorial work if I want to make rig and animate it?
Yes of course the island of faces would usually share the same weights of the main mesh and the hair should update as the character moves around. There are a couple of extra steps involved but I will cover those later here in UA-cam as well!
Wow!! thanks for fast and kind reply.
I'm looking forward to see later tutorials. Thank you very much!!
why did you activated symmetry to modify de direction of the mustache's guides 9:30 ??
i made a mistake there haha, no need to do it, i was thinking of something else
I use Maya 18, would I have to face any problem while applying your method?
Yeah there have been several updates since then so some steps might be different I think specially on the render side of things
For some reason, when I’m reviewing the hair, it barely spawns some strands, and I’m using even maximum density, do you know what’s happening?
Does it look good at render time?
Could anyone please tell me how I would open xgen grooms outside of Maya, while still in the native xgen format
Not possible I believe. Xhen is native to Maya. You can export in alembic format and import to other softwares
my hairs is not showing in render?
I can't select the points on guidelines around 9:26 , I can only see them but box select does not work, does anyone know why?😭
ok Im really confused right now, so I was clicking around and found there is only one guideline I can select the points, which is the last one I created, so I deleted all the other and recreate them and now they are selectable. I have no clue what is causing this...
Question. How did you manage to import the FBX into Maya so it keeps the same file name?. When I import an FBX created in Zbrush, the outliner shows it as "fileNameFBXASC###". When I import an OBJ, the outliner shows it as "fileName:ZBrushPolyMesh3D". I have disabled the namespace in the import dialogue window, resolve/clash nodes, NameSpace Editor, searched all of google but nothing. The ONLY way that seems to work is to open the OBJ or FBX in NotePad++, replace the extra suffix and save. I tried these same files in Blender and they come in with the correct name and no added suffixes. Any ideas?. Thanks
Huh that's weird. This was a normal decimated mesh, if you are exporting using the fbx export plugin you could try setting the fbx file format to ASCII but otherwise it should work normally
HI, why I create density mask but paint doesn't work? (brush not painting white), and I am using lambert material T_T....please help
Make sure to save the file and have a proper project setup. That is usually the problem
Abe, most studios use Maya, right? I have noticed that they hardly use Blender
It's a complicated answer. Most top studios indeed use Maya, Houdini and 3dsMax. However there are a lot of studios that are starting to use blender as well even epic games.
@@AbeLeal3D Thanks for your answer, Abe.
@@AbeLeal3D ¿Sabes, Abe? Mi sueño es trabajar en tu estudio. He aprendido mucho de ti y te lo agradezco infinitamente. Sólo he terminado un proyecto porque trabajo como guardia de seguridad 24 x 48 y a veces es complicado pero le voy a echar muchas ganas para tener el nivel suficiente y poder conocerte algún día. Saludos desde Querétaro.
Does real world scale affect the output?
Yes it totally does. That is why it is very important to have all the elements in real world scale
Hey there,Im having problem with Marvelous Designer 12, i imported my own character from Zbrush, when i start the simulation cloth don't stick to the body instead it falls down to the floor, can you pls help me with this?
Hello have you placed them properly?
Yes
@@_shanks_06 is there any issue with stitches or something?
I would need to take a look at the character. If you can please submit some images in the help channel of the discord and tag me. I will be happy to help :)
Hii sir plz help plz x gen more videos
sure what kind of stuff would you like to learn about xgen?
Simple hairstyle
wtf is xgen