Man this tutorial is what every youtuber is thinking they are doing. I mean even those unreal staff think they are teaching newbies like me something but your work is the real deal.I can't tell you how much I'm in a relief thanks to you!!
Handy tip - Rather than doing the tilting: Apply shrinkwrap on the hair to original scalp as a shape key with an offset so the hair still stands out from the surface Set the shape key between 0-1 for a good balance between randomness and perfect fit (0.5 works for me)
THIS is precisely what I was looking for to create hair cards for my characters! A very well explained, easy to follow tutorial. Thank you so much for sharing your knowledge with us!🖖 Now, I just have to develop a sense of style. 😁😁😁
Finally a tutorial thats actually good, thank you man! Especially for also making sure it would work in games etc. way too many tutorials still will have milions of vertices, making the whole video useless. Thanks again!
Thank you so much for this tutorial. I have watch so many tutorials to make a hair usable in game engines but none of them has explained things as good as your tutorial. At last my bald Witcher can have some proper hair. Respect. Subbed and liked.
Thank you, please more Hair tutorials like this, especially the x-gen kind of stuff Also please make a tutorial on how to import this to Unreal Engine and use its hair tools
Addendum: As much as I like VRoid (free anime character creator with separate hair exporter), its hair card system is a bit wanting for what I need to do. This tutorial it's what is allowing me to make the hair shapes and consistency I need. Again, many thanks for your knowledge. 🖖
Your tutorial is great. I just have one question. The part where you press F7 to display the object as bounds, the same hotkey does not work for me. How did you set it up, please? Or is the hotkey originally a different one?
I do not mean to be rude. I just notice a lot of detailed steps were missing. To convert to curve you have to apply the particle system THEN alt+C to convert to curves. However there's an issue. There's too many segments. Which means once you convert the curves to a mesh you'll have too many vertices. It may not seem a big deal to you but it will matter when you import it to a game engine and all the materials cause a huge drawback in draw calls and performance if you want physics applied. There's supposed to be a way to minimize the number of segments. One tutorial says its in the viewport display settings of the Particle system. That doesn't make sense because it's not a particle anymore so it has no effect. It's not that simple it may seem. It takes a lot of time to get right. It's a way better method than using particles though.
@@zcristiam okay I see. I actually just found out about a day ago if after converting to curve using Alt C go to the Object Data Properties ie Curve properties and at the top where it says Resolution Preview U. You'll notice this is up to about 12. Just turn that down to about 2, 3 or 4. This way you get to see what the hair cards will look like before you convert it to a mesh.
stuck on the proportional editing bit...the yellow curve lines block my view, and when i ctrl T, only a single card rotates. also the freaking curves are blocking my view i cant tell if its rotated properly >.> edit: had to turn porportional editing on while in editing mode, but the whole thing moves instead of the card i selected >.>
Thank you so much. I can't wait to use this technique, but how would you go about baking the textures so that one texture and alpha can be applied in another program like Unreal?
I followed multiple times.... Exactly, everything works well until 7:15 when i click edit, it looks like my hair exploded..... After going into Edit Mode, I went into the Oerlays pannel, and uncheck, "Display Normals". Im still new to this...
Brilliant tutorial! I can't believe that I am still using Maya XD... well my subscription ends soon and well be embracing blender . Another subscriber here ;)
Hello! When we get to the part about laying out the UV maps, mine doesn't appear at all. When I try to unwrap it, it shows each strand individually. What could I be doing wrong that I can't get it as one unit like yours?
This tutorial is gold, im grateful that my friend suggest to me to watch your tutorial.... Sir are you planning on making tutorial for unreal engine 4 workflow...?
I am using almost the same particle settings as yours but when I convert it to curve, I just get so many curves. The number pumps up to 10000k. I then converted it to mesh and the poly count increases even more. Any tips as to how to reduce them?
I'm trying to use this with Cycles, but the hair cards seem to lose transparency when they intersect with each other in the render. All hair cards that aren't intersecting each other have perfect transparency, though. Any advice?
you could fix the roots in place with a vertex selection and then add a cloth simulation to the cards with the head as a solid object so the hair doesn't fall through just play around with some values and it should work
@@Luwizart It seems everyone is teaching game hair, but I'm interested in hair for animations, and more specifically ethnic hair that looks good for animations. Do you know how to do that?
Man this tutorial is what every youtuber is thinking they are doing. I mean even those unreal staff think they are teaching newbies like me something but your work is the real deal.I can't tell you how much I'm in a relief thanks to you!!
Handy tip - Rather than doing the tilting:
Apply shrinkwrap on the hair to original scalp as a shape key with an offset so the hair still stands out from the surface
Set the shape key between 0-1 for a good balance between randomness and perfect fit (0.5 works for me)
as a beginner i didnt get it , is this related to the material ?
THIS is precisely what I was looking for to create hair cards for my characters! A very well explained, easy to follow tutorial. Thank you so much for sharing your knowledge with us!🖖
Now, I just have to develop a sense of style. 😁😁😁
trust me folks...this is the best blender tutorial on this subject
!
You are so kind 💕
haha u r the kind one. I always come to your chanel when I have trouble with hairs
This is great. It makes the alignment of hair cards a breeze and fun to work with. Thanks for the tutorial
So far the best tutorial for hair in blender finally
Man I was minutes away from paying 60 bucks for an addon because I couldn't figure this out. Thank you so much!
Finally a tutorial thats actually good, thank you man! Especially for also making sure it would work in games etc. way too many tutorials still will have milions of vertices, making the whole video useless. Thanks again!
Thank you so much for this tutorial. I have watch so many tutorials to make a hair usable in game engines but none of them has explained things as good as your tutorial. At last my bald Witcher can have some proper hair. Respect. Subbed and liked.
THIS is what I was looking for. Now we dont need Maya X-chin
THIS is precisely what I was looking for ,thank you
Thank you, please more Hair tutorials like this, especially the x-gen kind of stuff
Also please make a tutorial on how to import this to Unreal Engine and use its hair tools
I also need this...
YOU DESERVE MORE SUBSCRIBERS IT'S A SHAME! NICE TUTO YOU ARE VERY HELPFUL THANKS A LOT
Very helpful tutorial. I have watched many good hair tutorials but yours is the best. Thanks !
Fantastic tutorial! This is just what I needed; you're a rock star.
Also, somewhere out there Tomasz is still trying to move the vertices.
Addendum: As much as I like VRoid (free anime character creator with separate hair exporter), its hair card system is a bit wanting for what I need to do. This tutorial it's what is allowing me to make the hair shapes and consistency I need. Again, many thanks for your knowledge. 🖖
You are welcome 😊
I would love a tutorial on how to make the texture to apply to the hair in Blender which you talked about at around 8:20.
ua-cam.com/video/W8oxZSft_Ns/v-deo.html&ab_channel=3DCharacterArt
This guy shows how to do it.
Excellent material. Just one issue - you didn't show us a render of the final product.
Any idea why after i convert the curves to mesh, they don't have UVs like they do in this tutorial? Thanks
+1
Hey guys. I have the same problem. Did you figure somthing out ?
Maybe it's a lil bit late, but be sure you are selecting the faces
Very nice work! I really like your Artstation. Keep it up!
8:49 i dont get any uv maps at that point of time doing the same steps as you did why?
Press A to select all and it will show up.
muy interesante el video pero como has tenido el bitmap del pelo? usaste el Hair Tools?
Perfect tutorial. Im new to hair cards, thanx so much.
BROTHER YOUR A LIFE SAVIOR
golden tutorial, making game hair look like a minigame
Best tutorial ever for this topic
Thanks so much man, really helped me on what I thought I would never know how to do
is there no way to be able to apply a texture per strand before converting it to a curve?
Awesome! I made a beard for my character by thanks your tutorial!
Great work! and your tutorials are incredibly useful. Thank you so much.
Your tutorial is great. I just have one question. The part where you press F7 to display the object as bounds, the same hotkey does not work for me. How did you set it up, please? Or is the hotkey originally a different one?
I setted it up with my own shortcuts. I will make a tutorial on that
@@Luwizart how can I use this function?
Already got tutorial for this one?
I do not mean to be rude. I just notice a lot of detailed steps were missing.
To convert to curve you have to apply the particle system THEN alt+C to convert to curves. However there's an issue. There's too many segments. Which means once you convert the curves to a mesh you'll have too many vertices. It may not seem a big deal to you but it will matter when you import it to a game engine and all the materials cause a huge drawback in draw calls and performance if you want physics applied.
There's supposed to be a way to minimize the number of segments. One tutorial says its in the viewport display settings of the Particle system. That doesn't make sense because it's not a particle anymore so it has no effect.
It's not that simple it may seem. It takes a lot of time to get right. It's a way better method than using particles though.
Maybe im wrong but thats why he said at the beggining of the video to use the Decimate modifier.
@@zcristiam okay I see.
I actually just found out about a day ago if after converting to curve using Alt C go to the Object Data Properties ie Curve properties and at the top where it says Resolution Preview U. You'll notice this is up to about 12. Just turn that down to about 2, 3 or 4. This way you get to see what the hair cards will look like before you convert it to a mesh.
Really great walk through!! Thank you!
can we animate this hair cards in blender? If yes, can you please share some tutorial? Thank you
This is an absolute gem! Thanks for sharing your knowledge!
You are welcome 😊
5:39 What does this operation mean?
Amazing tutorial! Thanks for sharing it.
stuck on the proportional editing bit...the yellow curve lines block my view, and when i ctrl T, only a single card rotates. also the freaking curves are blocking my view i cant tell if its rotated properly >.>
edit: had to turn porportional editing on while in editing mode, but the whole thing moves instead of the card i selected >.>
Even though I put blend mode in alpha Hashed the transparency doen't work, does someone know why?
Wonderfull tutorial. But i stuck at UV coordinates. I have nothing, no geometry at UV plane. Some steps are missing?
Is there any way to somehow automatically do the CTRL+T rotations for the entire hair if many of the strands are facing all kinds of directions?
Heeeelp!!! Which key do I access the 'Bounds' menu... The f7 doesn't work here.
Thank you so much. I can't wait to use this technique, but how would you go about baking the textures so that one texture and alpha can be applied in another program like Unreal?
and where to find such an alpha-hair map, otherwise you don’t want to do it yourself). I hope the question was correct, I use a translator
www.artstation.com/artwork/lakRG
scroll down and download the AO
I followed multiple times.... Exactly, everything works well until 7:15 when i click edit, it looks like my hair exploded..... After going into Edit Mode, I went into the Oerlays pannel, and uncheck, "Display Normals". Im still new to this...
Brilliant tutorial! I can't believe that I am still using Maya XD... well my subscription ends soon and well be embracing blender . Another subscriber here ;)
Nice but today there are not the alpha hashed in material lol, and become cringe while doing this tutorial on blender 4.2, so how to do it now ?
Hello! When we get to the part about laying out the UV maps, mine doesn't appear at all. When I try to unwrap it, it shows each strand individually. What could I be doing wrong that I can't get it as one unit like yours?
Great technique. Thanks for sharing :)
Your tutorial so perfect, except microphone, but it doesn't care. На русском это звучало какой-то получше, но всё же...
Please don't stop!
This tutorial is gold, im grateful that my friend suggest to me to watch your tutorial.... Sir are you planning on making tutorial for unreal engine 4 workflow...?
How do you enable the bounding box in Blender 2.9? I cant find it anywhere..... :( Found it in the Overlays section.... :)
i dont have the option at 5:38
HELP
In Object Properties (the orange little box tab) » Viewport Display » check the Bounds box and there you have it
@@gabereynal Thanks dude
You are the master of the hair! :)
This is enormously helpful! Thank you!!
is there a way to make it dynamic? soft body maybe?
Very insteresting tutorial. I learned some tips :). Thank you
Excellent
I am using almost the same particle settings as yours but when I convert it to curve, I just get so many curves. The number pumps up to 10000k. I then converted it to mesh and the poly count increases even more. Any tips as to how to reduce them?
you my friend are amazing, thank you for this tutorial.
Awesome tutorial, thank you so much! :)
Mr. Luwiz can this hair be used in cinematic also or it's for only games
yeah for sure, and you probably do not need to optimize as much giving you a higher quality result
@@Luwizart thank you so much please continue the good tutorials and stay bless
Mr. Luwiz please how did you set your to a bounding box. I'm using 3.0 version of blender and I don't know the shortcut key
I'm trying to use this with Cycles, but the hair cards seem to lose transparency when they intersect with each other in the render. All hair cards that aren't intersecting each other have perfect transparency, though. Any advice?
you can use the color ramp node to push the white value up
this is super helpful! thank you
amazing video
I hope I can replicate this for my project!
Great tutorial. Thanks a lot!
Very very cool bro, safe a lifetime
How would you add physics to the hair cards in blender?
you could fix the roots in place with a vertex selection and then add a cloth simulation to the cards with the head as a solid object so the hair doesn't fall through
just play around with some values and it should work
very clever, great job
nice video man this is rly good
Damn non of my shortcuts line up at all :(
HAHAHAH thank you for this....it worked perfectly :D
Please what do I search to find the hair texture you used?
try hair card textures
You are such a geneious person
Thanks for this tutorial!
thank you so much! great tutorial
Would you make braids (hair cards) this same way?
It will be difficult doing it that way but there are easier techniques
@@Luwizart It seems everyone is teaching game hair, but I'm interested in hair for animations, and more specifically ethnic hair that looks good for animations. Do you know how to do that?
SO helpful thanks!!!
finally dude... subd...
thank you o so much
Thank you. I'm forever grateful !!!
You are welcome 😊
What the hell is F7? "go by the books" but i have no idea what you mean.
Excellent!!! You have a new suscriptor. Have a nice day
Thanks for the sub!
I placed mine manually now i regret it
This is genius! Thanks so much! :D
Thanks Man!
YOU SAVED MY LIFE THNKS
I see, this is why hairs are so grainy in video games now... They’re particle effects instead of part of the sculpture
damn good tutorial
no se entiende una mierda que apretas para que te aparezca ese cuadrado para el rebote del cabello
thanks, was very usefull
Amazing!!
Everytime you said "OK" I drank vodka I'm now blind OK?
Okay hahahah
Good
so so usefull VIDEO!!!!!
I LOVE YOU !!!!!!!!!!!!!!!!!!!
thanks for tutorial
genius
get ur like, god man
God