HOW TO MAKE HAIR
make shell of hair based on head mesh
*try not to use symmetry modifier, this way you can copy the skin and morpher modifiers
*make MORE than what you need
obj properties: make it unrenderable
turbosmooth 2x, this way your paint can be more detailed
add modififer: VertexPaint
VertexPaint panel > CLICK first coloured box
CLICK paint bucket button to fill everything BLACK
CLICK brush button
paint in WHITE
vertex mode
select parts you wanna paint
paint actual hair origins
soften with GREY
you can also select vertices and FILL
use soft selection to get it smoother
check map channel, set to 10
material editor > GET MATERIAL BUTTON(at the most left of the row) > vertex color
map channel, set to 10
select hair mesh
add modifier: Hair and Fur(WSM)
General Properties:
adjust:
Root thick to 2
Tip thick to 2
Density slot: DRAG the vertex color material into this slot(INSTANCE)
Random scale to 0
Frizz Parameters
Frizz root & tip to 0
Selection: the first squiggly line one
then Utilities: Attentuate button(top left) this will shorten hair
Styling: click arrow button(right)
side view:
lasso select eyebrows, make selection group
selection > selection utilities > Hide selected(btm left)
do same for sides, bak, top, moustache, goatee and muttonchops
it might be hard to select the groups, so change the scale and hit attentuate button to shorten/lengthen the hair
if its really hard, then separate the hair meshes
selction utilities > show hidden
front view
split them into left and right now
select moustache group
styling > hair brush button(leftmost)
selection > select hair by ends(leftmost)
SWITCH TO SIDE VIEW
select moustache group
styling: scale(btm right)
make hair shorter
styling: translate(topleft)
comb it DOWN
zoom in and out using scroll wheel
make sure to check front side and 3/4 top to see if hair looks right
once done, change root and trim to 1 and 1
render effects (press 8)
effects > hair and fur > hairs > mr prim
voxel res: 1
make new material
mental ray : mental ray
surface > muhHair for max(missing)
modifier panel: mr params:
apply mr shader > drag your material into this slot
(if you render now, hair is wispy)
add a 0 to your hair count
vertext paint WHITE when you want it more frizzy, then make a vertetx color texture on the same channel, PASTE that material into your hair fizz slots and see what happens!
you can also put vertexpaint color maps into a hair scale or hair density slot, so you can make things like drake hairstyle without even adjusting scale of hair with the brush!
cut length vs scale = this mainly affects hair tip color!
for that FRESH FADE, put map in cutlenght slot
also, put it in the frizz, otherwise it looks TOO straight
for black ppl, hair is thicker, so up the root scale
frizz tip vs frizz root
if only frizz root, it makes hair look like water when it's short.
use combo of both, but lesser of the tip.
Material Params:
also turn apecular and glossy down
change the tint color to a lighter saturated version of root color
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