It's great to see a tutorial that reminds people about setting a project and checking that their scale is correct, it's pretty common for beginners to forget that stuff! I'm sure your video will help a lot of people :)
3 роки тому+1
Hey thanks a lot! I really appreciate this klind of comment :)
the measurement you used is the circumference of the head for a hat measurement, i do believe a head length is close to a foot which is around 20-21 cm roughly en.wikipedia.org/wiki/Human_head
Thank you Thank You Thank you for this. just jumping into hair creation for my game and i was struggling getting the scalp right for the hair i was creating.... you are a blessing... Just gained 2 suscribers today!!!
Cool tutorial, thanks! Btw, the human head does not measure 54 cm for sure...that reference you used in Google was referring to the head circumference for hats.
I'm sculpting hair in Zbrush and trying to figure out how to get that in to maya to make xgen hair, I think I'm on the verge of figuring it out, thank's for the tutorial:)
Hi Annabelle, thanks a lot for the great tutorial! I just wish to say that I think the measure you used the head corresponds to the circunference of the cranium, and not the height of the head. I think the correct height of an adult head is around 23cm.
3 роки тому+1
Glad you liked my tutorial :) As you can see in my video, when I write down the value in maya, I enter it in every scale (x,y,z) so yes I noticed it was not only the height or I would have put it only in the ''Y'' haha. Now obliviously, since it was made pretty quickly for the video Im sure even then that the head didn't have the right measurements, but it was good enough that I could use XGen with no problem whatsoever ;)
@ Sure :D I just wished to do this observation cause this measure can reflect in the sss result as well. But I loved you tutorial, I was able to learn a lot from it ;) I will be looking forward to more tutorials from you :D
Hello! Thank you very much for your video. Excuse me, I had the doubt if there was a way to convert this geometry of xgen particles into Haircards for video games? And if yes, how can I contract information? Thank you!
Thanks for these great tutorials Anna. one question - can you make video on how to link or connect these hairs to deformable/animated geometry? like if there are multiple description of hairs like for ex. mustache, eyebrows and main head hairs how do you make sure that they all follow the animated head geometry?
hi,i need you help.i create guide on the scalpe and when i generate the vizualization from hair the xgen is creating hair inside the mesh ,the same ay when i create the spline to convert to guide the xgen is creating hair inside the mesh,i am face this big problem all time i use xgen.hy this is happening?when i create guide one by one happen the same problem and the hair scale automatically.
Hello people, I have a big problem, when I use the guides to generate the hair they doesn't follow properly the guides, I tried increasing the cv count and other stuff but nothing changed. Any suggestions ?
there is one really annoying error that can occur when using clumping guides that has xgen bug out and it's sometimes quite difficult to get out of it. it usually happens when the number of clump guides between clump mods is not big enough, or when a clump mod has less guides than the one below it. so the clumping1 should have its guides based on the hair guides, and clumping2 then should have generated guides at a density of, let's say, 3, and clumping3 can then have more guides like setting it on 6. it's because the bottom clump is a basis to the one above, and that one to the one above etc. so when the above one has less guides than the one below it gives issues. this bug is also is the reason for why i was recommended to only use three, max. four clumping mods.
I am a total beginner and I have just started with Xgen, however I ran into problems when I tried doing eyebrows. Most tutorials I have followed on UA-cam suggest that I should create a new Xgen description and start by adding a few guides on the mesh. From there, Xgen should generate more guides (adding density) whenever one click on "Preview". But here is where I am stuck. Because when I click on "Preview" I can't see any more "hair strands" (guides) being generated at all. When I try to modify any of the sliders in the Xgen windows, nothing visually happens. I am at a loss, this is frustrating. Any idea what could cause this?
Are you hitting preview after every setting change and still not seeing anything? From your comment it sounds like you were hitting preview without any changes made, then making changes without hitting preview
@@erievans Hi, I have solved the problem. And while I was talking about "hair strands" what I ment was really the Primitives not being generated. I had already added guides. Modifying "density" and setting a higher value, then adjusting the same slide is what did it for me. That, in combination with having Xgen update changes automatically. But, I ran into a new problem. I am currently stuck doing eyelashes. I want to change the color attributes of the lashes, however it seems that when I have applied a "Physical Hair Shader" to the mesh and then try to change the color values by adjusting the slides (root color etc), the only thing that changes color is the eyelash mesh itself. Not the actual lashes/Primitives. Does this have anything to do with the connections in Hypershade? If so, I don't have a ton of experience working in Hypershade so please (if possible) explain to me in a simplistic manner. I've come too far on my project to just quit it now.
Did you offset the position of curves before move them and snap them into the scalp? Cause you didnt mention, but I think you did :)
3 роки тому+1
no the curves are in the place the whole time, the only thing moving is the first point like mentioned in the video If you decide to move the curves that's a personal choice, like if you didn't like their placement to begin with :)
So can we have 1million hair-poly faces for our character model ? Is it normal to have these many or any way to reduce the poly count and maintain the same ?
2 роки тому+2
this is a video for xgen, not for video games characters. My goal here was to show how you can create hair like that, so of course if you want it to be for a game ready model this is waaay to much. hope that answers your question
"Normal" is completely dependent on what the model is for. If you're just rendering the model for a still image it's fine. Probably not efficient, but fine. But if it's for Real-Time Rendering like a game, that's very very high, which is why studios use hair cards instead of groomed curves. A full-bodied realistic game character for use in a game wouldn't usually push past 30k tris.
@@jadex7974 subdivision levels are almost completely subjective (especially if you bake), there's really no one answer to your initial question. That's why she said resolution instead; your model can be low resolution or high resolution, so long as the scalp itself doesn't change.
Hi, I'm very new to Maya and I've been using DAZ3D for years, is it possible to import a head mesh from DAZ3D to Maya? Or if not, where did you create the headmesh you have shown? Sorry I got stuck in the early part of the video.
3 роки тому
hey, I personally used a basemesh from ZBrush but you can use whataver works for you
@ I try to export obj and fbx but not work for me, the textures have disappeared . and a warning appears (The plug-in does not support the following material types: Material hairPhysicalShader4 will be exported as a grey Lambert material.) how can I slove this ploblem.😔
I can tell that this is going to revolutionise my workflow
Haha wow love the enthusiasm ^^
It's great to see a tutorial that reminds people about setting a project and checking that their scale is correct, it's pretty common for beginners to forget that stuff!
I'm sure your video will help a lot of people :)
Hey thanks a lot! I really appreciate this klind of comment :)
totally in love with the way she explained everything
This tutorial just appear as the time i need it the most, love uuu
Thank you so much for this amazing tutorial. It really helped me to create my xGen to UE5 video
Extremely helpful and thorough. I was able to create a successful hair style even though I've only been using maya for 1 week.
Cool seeing girls being cool in 3d❤✨
the measurement you used is the circumference of the head for a hat measurement, i do believe a head length is close to a foot which is around 20-21 cm roughly
en.wikipedia.org/wiki/Human_head
Amazing tutorial, Anabelle! Thank you very much.
(54 cm is not the size but the diameter of an average human head)
this is getting saved to my "useful game art stuff" playlist, thanks
Whoa, what a gem! Thank you so much for making this video for us newbs.
I can't wait to try out this workflow for my character!
Bless you for adding time stamps
Great stuff Anna.. Was searching for a nice x-gen tutorial and i ended up here..
Best video learnt a lot from this!! Also you are so pretty 😊
this is a good tutorial video for xgen beginners 😊
Thank you Thank You Thank you for this. just jumping into hair creation for my game and i was struggling getting the scalp right for the hair i was creating.... you are a blessing... Just gained 2 suscribers today!!!
Ha just 2? I went and told my whole family so she just gained 5 new subscribers
@@danielfuentes1952lol dang I gotta step my following up 😂😂
Yaaaaaaaas!🔥 Now that's what I'm talking about 😁
Youhou🤪
you are incredible !!! This is exactly what I was looking for !! Thank you so much !
thank you, you are wonderful!
Cool tutorial, thanks! Btw, the human head does not measure 54 cm for sure...that reference you used in Google was referring to the head circumference for hats.
Best tutorial, I love you!
Love you tutorial ❤❤❤ great job 👏
love your video🧡
thank you!! ;D
Great stuff anna!!
God bless you Annabelle Sémaan
this is an incredible tutorial, thank you so much!
Ty so much, that's exactly what I need
I'm sculpting hair in Zbrush and trying to figure out how to get that in to maya to make xgen hair, I think I'm on the verge of figuring it out, thank's for the tutorial:)
very valuable video to have!
Great Tutorial:)
Thank you for the tutorial. It helped me a lot
You are my hero Are you an angel from heaven? it's really amazing i love you thank you
Thank youuuuu sooooo muchhhhhhhh
Amazing!
Very useful tutorial.Thanks for the video.
Useful one...... Thank you so much for this one.........💓💓
nice informative workflow.
Beautyful, hair💇♀️
Awesome work👏
If I follow your video, can it be applied to all hairstyles?
Thank you very much! Very concise and to the point. I
Hi Annabelle, thanks a lot for the great tutorial!
I just wish to say that I think the measure you used the head corresponds to the circunference of the cranium, and not the height of the head.
I think the correct height of an adult head is around 23cm.
Glad you liked my tutorial :)
As you can see in my video, when I write down the value in maya, I enter it in every scale (x,y,z) so yes I noticed it was not only the height or I would have put it only in the ''Y'' haha.
Now obliviously, since it was made pretty quickly for the video Im sure even then that the head didn't have the right measurements, but it was good enough that I could use XGen with no problem whatsoever ;)
@ Sure :D I just wished to do this observation cause this measure can reflect in the sss result as well. But I loved you tutorial, I was able to learn a lot from it ;) I will be looking forward to more tutorials from you :D
What mann how much longer i need to learn asap. Hey anna release it already we r waiting
patience patience😂
Dont worry it will come soon enough
This video is awesome 😁 Thanks a lot !
Thank you! ^^
Hi Anna, can you make any tutorial for head sculpting.
Amazing tutorial ! Thank you very much :
PS : A head is 55cm in circumference, not in height :D
Thanks :) I believe I said size not height in the video haha
@ Yup you said size, but you put 55cm in the reference cube scales which made it 55cm tall, deep and large =)
You're tutorials are awesome❤❤ . Please have a video about XGEN IGS
Thank you :) whats that XGen IGS? :')
Thank you!
Thats good and all but how do you then rig that hair mesh to follow the head?
Hello! Thank you very much for your video. Excuse me, I had the doubt if there was a way to convert this geometry of xgen particles into Haircards for video games? And if yes, how can I contract information? Thank you!
but i have one question that i give texture to hair like in maya but how can i do that in marmoset....?
wooow thank you for tutorial
You're welcome 😊
thank you for this tuto i have a little probleme when i export in Marmoset is supr shinny and when i rotate my caméra it desapears any help please
Thanks for these great tutorials Anna. one question - can you make video on how to link or connect these hairs to deformable/animated geometry? like if there are multiple description of hairs like for ex. mustache, eyebrows and main head hairs how do you make sure that they all follow the animated head geometry?
hi,i need you help.i create guide on the scalpe and when i generate the vizualization from hair the xgen is creating hair inside the mesh ,the same ay when i create the spline to convert to guide the xgen is creating hair inside the mesh,i am face this big problem all time i use xgen.hy this is happening?when i create guide one by one happen the same problem and the hair scale automatically.
Very helpful tutorial.
I have a request. Please make a tutorial on realistic skin texturing in substance painter.
Thank you!! And noted for skin texturing ^^
sister, could you make tutorial on xgen eyelashes and eyebrows..............I have been trying from last 4 days..but not getting intended results
Hao to animate this hairs?
Hello people, I have a big problem, when I use the guides to generate the hair they doesn't follow properly the guides, I tried increasing the cv count and other stuff but nothing changed. Any suggestions ?
How do you make cards and realtime hair from this?
Can you explain me why my hair is going throught my mesh ??PLZ
very nice!
Here I got my point..Thankyou Indian..
there is one really annoying error that can occur when using clumping guides that has xgen bug out and it's sometimes quite difficult to get out of it.
it usually happens when the number of clump guides between clump mods is not big enough, or when a clump mod has less guides than the one below it. so the clumping1 should have its guides based on the hair guides, and clumping2 then should have generated guides at a density of, let's say, 3, and clumping3 can then have more guides like setting it on 6.
it's because the bottom clump is a basis to the one above, and that one to the one above etc. so when the above one has less guides than the one below it gives issues.
this bug is also is the reason for why i was recommended to only use three, max. four clumping mods.
which one you took for rendereng
Another 4 hours? I'm going to become hollow waiting this video ☠️😂
HAHA sooooooon 😉
thank you
can you tell me at what scale do i have to scale my character hear for making hairs?
nice
how to do realism?
I am a total beginner and I have just started with Xgen, however I ran into problems when I tried doing eyebrows. Most tutorials I have followed on UA-cam suggest that I should create a new Xgen description and start by adding a few guides on the mesh. From there, Xgen should generate more guides (adding density) whenever one click on "Preview". But here is where I am stuck. Because when I click on "Preview" I can't see any more "hair strands" (guides) being generated at all. When I try to modify any of the sliders in the Xgen windows, nothing visually happens. I am at a loss, this is frustrating. Any idea what could cause this?
Are you hitting preview after every setting change and still not seeing anything? From your comment it sounds like you were hitting preview without any changes made, then making changes without hitting preview
@@erievans Hi,
I have solved the problem. And while I was talking about "hair strands" what I ment was really the Primitives not being generated. I had already added guides. Modifying "density" and setting a higher value, then adjusting the same slide is what did it for me. That, in combination with having Xgen update changes automatically.
But, I ran into a new problem. I am currently stuck doing eyelashes. I want to change the color attributes of the lashes, however it seems that when I have applied a "Physical Hair Shader" to the mesh and then try to change the color values by adjusting the slides (root color etc), the only thing that changes color is the eyelash mesh itself. Not the actual lashes/Primitives. Does this have anything to do with the connections in Hypershade? If so, I don't have a ton of experience working in Hypershade so please (if possible) explain to me in a simplistic manner. I've come too far on my project to just quit it now.
Did you offset the position of curves before move them and snap them into the scalp? Cause you didnt mention, but I think you did :)
no the curves are in the place the whole time, the only thing moving is the first point like mentioned in the video
If you decide to move the curves that's a personal choice, like if you didn't like their placement to begin with :)
Tutorial on skin shader plz
Noted!
So can we have 1million hair-poly faces for our character model ? Is it normal to have these many or any way to reduce the poly count and maintain the same ?
this is a video for xgen, not for video games characters.
My goal here was to show how you can create hair like that, so of course if you want it to be for a game ready model this is waaay to much.
hope that answers your question
"Normal" is completely dependent on what the model is for. If you're just rendering the model for a still image it's fine. Probably not efficient, but fine. But if it's for Real-Time Rendering like a game, that's very very high, which is why studios use hair cards instead of groomed curves. A full-bodied realistic game character for use in a game wouldn't usually push past 30k tris.
hey thanks for this tutorial..besides what subdivision level is your object at when you want to start xgen process!?
It can be at a very low resolution. the important part is the scalp shouldnt change once you start.
@ I export my mesh as an object from zbrush,so by low resolution you mean sub level 1? besides it won't have the skin detalis right?
@@jadex7974 subdivision levels are almost completely subjective (especially if you bake), there's really no one answer to your initial question. That's why she said resolution instead; your model can be low resolution or high resolution, so long as the scalp itself doesn't change.
You're so cool! After you import your Polygon converted hair to toolbag is it just it for its texture? ur so pretty btw :)
No baking maps?
Hey thanks! Yeah when you convert your hair into geo, the uvs are already done! :p
Hi, I'm very new to Maya and I've been using DAZ3D for years, is it possible to import a head mesh from DAZ3D to Maya? Or if not, where did you create the headmesh you have shown? Sorry I got stuck in the early part of the video.
hey, I personally used a basemesh from ZBrush but you can use whataver works for you
i love you
Why do you have the windows store in your task bar? That's insanity
hahahaha thats not really my doing, just been there from the moment I bought my pc
Thank you Anna its so helpful i will start practicing By tomorrow. and you are cute ^^
Nice and thanks for the kind words!! Great to see it was helpful! :D
insta subscribed
can this be game hair aswell?
No, game hair will be with hair cards
But I might make a video on that subject too later :)
you never shown the important segment of the video after 20.30 as how the hair groomed properly.
Do you use Fibermesh
I used fiber mesh for the eyebrows of this character :)
What format do you export your hair in?
either obj or fbx :)
@ I try to export obj and fbx but not work for me, the textures have disappeared . and a warning appears (The plug-in does not support the following material types: Material hairPhysicalShader4 will be exported as a grey Lambert material.)
how can I slove this ploblem.😔
Nice tutorial, but a head is about 23, 25 cm. 54 cm head is tooooo big head.
ITS VERY GREAT! больше русское спасибо :)
seeman naam thamilar
your so biutifull
You are so beautiful, I fell in love with you, my charming
Thank you
thank you