Hi! Great lesson! I have a question, how to get variations in haircard textures by applying to them only one albedo map? What is the process for this? Thanks!
I really love your tutorials! Can i ask some questions? The first one is, If i use the screen space AO in a character scene, then the AO affects not only hair meshes, but also face and body..etc. so If i can't use Screen space AO much, then is there any way to make some depth? (maybe add some black to vertexcolor?) The other Question is, I always used "Normal thief" plugin in 3dsMax to make smooth shading with all Hair cards. (to make Vertex normals of all card meshes make as one Sphere.) I had believed that I must use that method(normal thief). But you didn't do that and it looks perfect! Do you have any criteria for using this method or not? or don't use this method at all? Thank you so much for those Tutorials and nice Products! :-D
Hi, i dont understand, the first mesh named "furtest" was a lowpoly version of your fibermesh ? than you apply to it your Baked maps with the Highpoly ?
what exactly are normalHIgh/albedoMed? Are they just tweaked versions of the originally baked maps? Im having a hard time understanding the concepts of those maps, and they seem important.
Hi! Thank you very much for this amazing tutorial. Do you know or do you have a specific workflow for creating realistic texturing for hairdcards? I´ve tried Adam Skutt tutorial but I can't replicate it because it´s made using Arnold 4. Some other teachers recommend create textures in Zbrush fibermesh render... but I'm not quite convinced with the result..what do you recommend?
Exactly what I'm looking for, thank you so much!
This is brilliant, just learning marmoset and want to create hair. 👍
Hi! Great lesson! I have a question, how to get variations in haircard textures by applying to them only one albedo map? What is the process for this? Thanks!
you must put all these variations in the same texture and the models must be different too. In this case, there are 9 variations in the same texture.
Great walkthrough, thanks a lot!
Amazing! Just purchased. I have a question, is there a way to populate a whole mesh with the cards, without having to manually place each one?
Yes, I used the Maya MASH to automatically distribute them. You should achieve something similar when using the new Geometry Nodes in Blender as well.
@@phcgm do you have any tutorials?
I really love your tutorials! Can i ask some questions?
The first one is, If i use the screen space AO in a character scene, then the AO affects not only hair meshes, but also face and body..etc. so If i can't use Screen space AO much, then is there any way to make some depth? (maybe add some black to vertexcolor?)
The other Question is, I always used "Normal thief" plugin in 3dsMax to make smooth shading with all Hair cards. (to make Vertex normals of all card meshes make as one Sphere.) I had believed that I must use that method(normal thief). But you didn't do that and it looks perfect!
Do you have any criteria for using this method or not? or don't use this method at all?
Thank you so much for those Tutorials and nice Products! :-D
Try enabling GI, it should make the lightning more natural.
@@phcgmGI! It will be good to me. thanks so much!!~~ :-)
Hi, i dont understand, the first mesh named "furtest" was a lowpoly version of your fibermesh ? than you apply to it your Baked maps with the Highpoly ?
the textures with different fur densities shared the same model. The textures were baked in a planar view and the models were created later.
Really cool, but why mi cardhair just see one side?......if i rotate dissapear.
you need to turn off back-face culling in mesh properties
what exactly are normalHIgh/albedoMed? Are they just tweaked versions of the originally baked maps? Im having a hard time understanding the concepts of those maps, and they seem important.
The high/medium/low refers to the density of hair strands present in each texture. You must load the entire set according to the density.
Hi! Thank you very much for this amazing tutorial. Do you know or do you have a specific workflow for creating realistic texturing for hairdcards? I´ve tried Adam Skutt tutorial but I can't replicate it because it´s made using Arnold 4. Some other teachers recommend create textures in Zbrush fibermesh render... but I'm not quite convinced with the result..what do you recommend?
if you are using Maya, you should try to create hair from curves and render the hair using a camera positioned on top.
thanks for sharing!
cool