I want to show you the amazing project in which I made hair grooming and shading. Concept, animation, animal modeling and hair simulation by IXOR VFX (Athens,Greece).
I did previz on the Forrender.com Renderfarm
I'm glad to been a part of the amazing IXOR VFX team. Guys you're awesome! So happy viewing!
Client: MBC Sports Production: Third Eye FX CGI Director: Andronikos B.
Hi all! As soon as Corona 1.7 was released - I was interested in a new Shader for the hair and skin. First I created the Forester and you saw that I had with it. But then I wanted to try to do a real person. Sculpting from scratch would take a very long time, because you need to work out every little detail. And impatience to try the new shaders have led to the fact that I downloaded all known Emily from the WikiHuman for my experiments. Since it was set up under Vray, I immediately converted it to Corona. Then created from scratch the Shader of the skin, added a few missing textures and during the experiments got what I wanted. But it wasn't enough for me and in the end I created a full hair and the new lighting, had added the small hairs on the skin, eyebrows and modified eyelashes. So - I got what you can see in this renders. Rendered on the Forrender.com with 6*Dual Xeon E5 2670 - 192 Threads - 2.60Ghz. Time - 10min. Noise - 3%
Hello everyone! So, while I prepare the new ideas for my project "The Forester", I decided to create something cute And started the new W.I.P. with this fantasy animal
This is DogSheep - sheep and dog hybrid. In fact, it is very convenient when a wolf attacks a herd of sheep - this creature can save them.
So, In this WIP - I used VRay Next, Ornatrix, Substance Painter and 3dCoat. When the full project will be ready - I will upload the full video making of. Enjoy
Hello everyone! This is Shido creature from my project "The Forester". Very soon I will upload the videomaking of here and in my blog,
Why I named it - Shido? Shi - Sheep, Do - Dog.
This is crazy hybrid of sheep and dog
As you can see - I created two different variants, because in reallife we have 2 types of sheeps. First time I created one type, but Ornatrix in Maya inspire me to create the different type of fur.
Last time - I played a lot in "Life is Strange" and watched stylized refs, cartoons, etc., etc. I got sick with all of this and wanted to create something of my own. These rocks are just the beginning. In fact - I have a huge project, the concept of which is ready, but I don't want to show it - I want to keep an intrigue.
I sculpted this rocks in 3D-Coat, then make fast retopology and then created handpainted textures in Substance Painter with my new method which I'll show next time in one of my videos
Then when model was ready - I imported it in UE4 and created a special shader with witch you can setup object blend with ground, turn on parametric snow or moss and add lava cracks
Hello everyone! I continue to create the world for my "The Forester" project. It was in this forest that the sheepdog creature Shido was born, at that very moment - when the sun lit up this dark and forgotten place, the grass began to germinate and the crystals revived again. On the images we still see how they are covered in cobwebs and darkness is still present in this forest, but it is the green shoots that tell us that soon it will fully come to life. Shido was born from such a crystal.Perhaps you noticed that the bluish glow is slightly inclined diagonally. The idea is that this glow rotates then clockwise, then counterclockwise and at the time of imbalance - all sorts of creatures are born, which in addition to Shido - you will soon see For this work, I recorded a huge making of, in which I will show you my workflow.
This is my new hair which I created with Ornatrix.
The whole bust was created in 3D-Coat, Retopology in NVil, Hair sculpt in 3D-Coat, Textures in Substance Painter. Rendered in Corona Renderer with amazing Corona Skin Mtl + Corona hair mtl.
So, after when I finished the Josepth hairstyle - I decided to create the full girl character and say "No" to mannequins But I wanted to focus my time for hair creation and don't want to spend many time to character creation from scratch. So I used DAZ3D for basemesh creation, because usually - my clients give me the characters and I working only with hair, fur and etc..
When the character was ready, I made some changes in 3D-Coat, painted the all textures in Substance Painter and imported the character to Marvelous Designer for cloth creation. Then I made some simulation with the pose and comeback to Maya to create the hair with a new Ornatrix v.2.
When the all model was finished - I rendered it in Vray NEXT.
Sci-fi spaceship r2qf8 low-poly 3d model ready for Virtual Reality (VR), Augmented Reality (AR), games and other real-time apps.
This package contains: - FBX - OBJ - PBR Textures for UE4 (4K + space environment.dds) - Substance painter project with which you can export the all textures to any engine and Renderer - Full Unreal Engine 4 project with all assets
Concept and the whole model was created in 3D-Coat.
Retopology in NVIL.
PBR textures and small normal map details in Substance Painter
This is my collaboration with awesome 3d character modeler - Olya Anufrieva. She gave me this model and I created the all grooming work for it Concept by awesome BYUN ARI
Olya's model have a good polypaint, so I used VertexColor map in Vray to render it in 3dsmax. Hair guides was created in Ornatrix Maya and then I exported them to 3dsmax to render in Vray Next.
Scroll down to check the silhouette with hair and guides screen.
She gave me this model and I created the all grooming and lookdev work for it
Maria gave me Substance Painter file, so I exported the all textures and adapted them to Vray Next.
Hair and fur was created with Ornatrix Maya. Rendered with new Vray Next beta for Maya on very fast Vray.Cloud
Render was done on a very fast Vray.Cloud. Very-very bright cloud =)ChaosGroup made incredible Given the ability to render simultaneously on 50 steep servers .. and this is still beta, still didn't connect the GPU servers and .. IPR waiting for us on the our PC, 7000 running cores .. Hell yeah ... Guys, this is a dream !!! Dreams come true! Thanks ChaosGroup
For bear body and bear head I created many guides. because it is more comfortable for me in this work, but for simulation of course I recommend 2000-3000 or smaller
Feathers was made with Propagation modifier, Very soon I'll upload the tutorial about them.
Material for hair, fur and feathers was created with new awesome VrayHairNext material.
I noticed an interesting moment As soon as I think about something and start to do it - immediately someone else does it immediately As if our thinking processes overlap. During the creation process - 3 hair works with Dayeris hair was uploaded to the Artstation. I want to warn you - I didn't have a goal to repeat the Dayneris hairstyle. I was simply inspired by her, as I am a big fan of Emilia Clarke in this role and the “Game of Thrones” series and I decided to show my vision of this hairstyle. Because I don't like the version that was in the 7th season .. Especially the the temporal part. Perhaps the creators of the series will see this version and use it in the season 9 ahhaha. The all hair was created in Ornatrix I’ve used the Draw Guides Tool to create the brows And for braids I’ve used Braid Maker from Aka Tools - https://goo.gl/K21jZ8 The images was rendered on Vray.Cloud. Creating a hairstyle took 10 days. Happy viewing!
Sculpted in ZBrush, textured in 3D-Coat. Hair groomed in Ornatrix + Zbrush Fibermesh, Rendered with V-Ray Next for Maya on Forrender.com. Creating a hairstyle took 5 days. The main goal of this project - create the new hairstyle from imagination by using hair references.
Looks fantastic! Will you make a breakdown of this work?
Now I'm working on the "Ornatrix Braid Workflow" series. But, yes I've planned to release making of with something like this after it. You can watch little breakdown here:
My new environment challenge for Youtube channel. Created in 90 min and rendered in 13 min on 2*2080Ti with 20 000 samples and noise limit = 0.005. Resolution - 1200*2250px Making of coming soon...
Meet, this Lydia - the princess of love and pleasure. She is from the planet Satistar. Race - Lovelis. The inhabitants of this planet have a green skin tone, there are no eyebrows, eyelashes, and the skin is absolutely smooth - without pores. That is, by sight - it’s like some kind of mannequin. But don't you dare call her "Mannequin", or she unleashes hell... If you make her angry, then from a princess of love - she turns into a princess of hell. When these creatures are in love, their hair is folded into hearts. With her own eyes, she hypnotizes the idol and thus takes possession of him. Even if he (she) flies away from this planet, the princess will come to him at night. I used Zbrush for sculpting, Blender for the rig, Maya+Xgen+Arnold6GPU for rendering.
Just render for relax. The idea was inspired by the photo from Pinterest. Grooming - Ornatrix Render - Vray 5 GPU with 2x2080Ti(NVlink) For braids, I used Braid maker, then converted them to hair with HairFromMeshStrips operator
This is my grooming project for REPLIKR from New Zeland - https://www.replikr.com/ which I did in Unreal Engine 4 with help of the groom plugin and Ornatrix alembic from Maya.
Render time 13h for 2626 frames.
Sampling - 1 Spatial и 32 Temporal AA.
Hair Count:
Baby - 548, Main - 74 151, Ponytail - 19 957
Will make more, when I understand how to increase the viewport FPS For usual hair in Arnold - I use 400K hairs for better quality and a thin realistic look.
Still fighting with DoF and don't understand how to make it less blurry and make autofocus in cinematic. Waiting for the answer from Epic.
This is my grooming project for Benjamin Deutscher - https://www.instagram.com/bend3d/ which I did in Maya with help of the Ornatrix and rendered in Arnold 6.2 with GPU mode on 2x2080Ti(NVLink) in 2020.
The project is still in development and this is just a teaser of full-fledged cinematics, which will also appear soon.
The main task was to create a girl with dirty stylized hair in a cartoon style, but at the same time not quite cartoonish and close to reality.
Frizz on hair little bit different than in my lookdev scene. This is a Benjamin decision.
In this video, I show a small WIP teaser from the cartoon + render test in Arnold 6.2 on the new NVidia Studio drivers + a little making of and demonstration of the Ornatrix object with all the modifiers and settings.
Content:
0:00 - Teaser-cinematic
2:34 - GPU render test of the new Arnold 6.2
10:16 - Demonstrating what the hairstyle consists of.
Benjamin did the rest of the work.
If you are interested in the development of the project, here are the links to it:
This is my personal project, which I did in my spare time from work. I used Ornatrix in Maya to create the hair. Then I exported everything in Ox Alembic format and imported it into Unreal Engine 4.26.2 using the Groom Plugin.
Haircount for this video - 120K and 70 CV points per guide. I didn't use LODs for this scene.
I'll show you soon how to transfer it to Metahuman.
I still don't like how DoF works on hair and what happens with sampling. I am trying to fix this issue with Epic Games.
I created a topic on my blog. As will be the answer from them, I will add it there.
https://charlytuts.blogspot.com/p/unreal-engine-4-groom-plugin-alembic.html
By the way, in the same place - you can see the render settings.
Replies
HAIR CREATION & GROOMING | EAGLE | IXOR VFX
Hello everyone!
I want to show you the amazing project in which I made hair grooming and shading. Concept, animation, animal modeling and hair simulation by IXOR VFX (Athens,Greece).
I did previz on the Forrender.com Renderfarm
I'm glad to been a part of the amazing IXOR VFX team. Guys you're awesome! So happy viewing!
Client: MBC Sports
Production: Third Eye FX
CGI Director: Andronikos B.
Very-very expensive series ahhaa= ) Thank you, man
This is my last animal which I did for IXORVFX MBC project
I made hair grooming and shading.
Concept, animation, animal modeling and hair simulation by IXOR VFX (Athens,Greece).
And the full video^
Hello, everyone!
I want to show you the new project on which I worked in my spare time.
This is the fantasy world for my forester creature.
For the fast rendering I used:
4*Dual Xeon e5 2670 2,6 GHz - 128 Threads + 1 Intel Core i7 4930K 3,4 Ghz 12 Threads.
on the Forrender.com
Render time - 58min. Noise - 3% - enough for the final image
By the way, who will give the promo code - cgevent to our forrender.com managers - you will receive a 15% discount for render.
Making of:
https://www.youtube.com/watch?v=ixJrCZ-Pyq4
https://www.youtube.com/watch?v=8K65Arf_VoE
As soon as Corona 1.7 was released - I was interested in a new Shader for the hair and skin. First I created the Forester and you saw that I had with it. But then I wanted to try to do a real person. Sculpting from scratch would take a very long time, because you need to work out every little detail. And impatience to try the new shaders have led to the fact that I downloaded all known Emily from the WikiHuman for my experiments. Since it was set up under Vray, I immediately converted it to Corona. Then created from scratch the Shader of the skin, added a few missing textures and during the experiments got what I wanted. But it wasn't enough for me and in the end I created a full hair and the new lighting, had added the small hairs on the skin, eyebrows and modified eyelashes. So - I got what you can see in this renders.
Rendered on the Forrender.com with 6*Dual Xeon E5 2670 - 192 Threads - 2.60Ghz. Time - 10min. Noise - 3%
Hello everyone! So, while I prepare the new ideas for my project "The Forester", I decided to create something cute And started the new W.I.P. with this fantasy animal
This is DogSheep - sheep and dog hybrid. In fact, it is very convenient when a wolf attacks a herd of sheep - this creature can save them.
So, In this WIP - I used VRay Next, Ornatrix, Substance Painter and 3dCoat. When the full project will be ready - I will upload the full video making of. Enjoy
Hello everyone! This is Shido creature from my project "The Forester". Very soon I will upload the videomaking of here and in my blog,
Why I named it - Shido? Shi - Sheep, Do - Dog.
This is crazy hybrid of sheep and dog
As you can see - I created two different variants, because in reallife we have 2 types of sheeps. First time I created one type, but Ornatrix in Maya inspire me to create the different type of fur.
Hello everyone! This is my new asset for UE4
model
Last time - I played a lot in "Life is Strange" and watched stylized refs, cartoons, etc., etc. I got sick with all of this and wanted to create something of my own. These rocks are just the beginning. In fact - I have a huge project, the concept of which is ready, but I don't want to show it - I want to keep an intrigue.
I sculpted this rocks in 3D-Coat, then make fast retopology and then created handpainted textures in Substance Painter with my new method which I'll show next time in one of my videos
Then when model was ready - I imported it in UE4 and created a special shader with witch you can setup object blend with ground, turn on parametric snow or moss and add lava cracks
Polycount - 5 613 Tris.
Watch video to more details and enjoy
https://www.youtube.com/watch?time_continue=2&v=p5NAUwbq_HU
You can buy this model here - https://bit.ly/2GiAqTX
Fantasy crystal which I've created for my CGTrader shop
I created this asset in Polybrush, then made retopology and sculpting refiments in 3D-Coat.
The all PBR textures created in Substance Painter 2018.
Rendered in Marmoset Toolbag 3.
You can buy this model here - https://www.cgtrader.com/3d-models/exterior/sci-fi/fantasy-crystals-pbr-game-asset
model
It was in this forest that the sheepdog creature Shido was born, at that very moment - when the sun lit up this dark and forgotten place, the grass began to germinate and the crystals revived again.
On the images we still see how they are covered in cobwebs and darkness is still present in this forest, but it is the green shoots that tell us that soon it will fully come to life. Shido was born from such a crystal.Perhaps you noticed that the bluish glow is slightly inclined diagonally. The idea is that this glow rotates then clockwise, then counterclockwise and at the time of imbalance - all sorts of creatures are born, which in addition to Shido - you will soon see For this work, I recorded a huge making of, in which I will show you my workflow.
Software used - 3dsmax, Corona Renderer, Substance Painter, 3dCoat, Polybrush, Megascans, Forestpack, WorldCreator, SpeedTree
Hello everyone!
This is my new hair which I created with Ornatrix.
The whole bust was created in 3D-Coat, Retopology in NVil, Hair sculpt in 3D-Coat, Textures in Substance Painter. Rendered in Corona Renderer with amazing Corona Skin Mtl + Corona hair mtl.
Rendered on the http://en.forrender.com
Link to the project - > https://www.artstation.com/artwork/r6BzE
Happy viewing!
P.S. Very soon I will upload this model to my CGTrader shop
Hello everyone!
So, after when I finished the Josepth hairstyle - I decided to create the full girl character and say "No" to mannequins But I wanted to focus my time for hair creation and don't want to spend many time to character creation from scratch. So I used DAZ3D for basemesh creation, because usually - my clients give me the characters and I working only with hair, fur and etc..
When the character was ready, I made some changes in 3D-Coat, painted the all textures in Substance Painter and imported the character to Marvelous Designer for cloth creation. Then I made some simulation with the pose and comeback to Maya to create the hair with a new Ornatrix v.2.
When the all model was finished - I rendered it in Vray NEXT.
Rendered on the http://en.forrender.com
That's all
Happy viewing!
Best regards, Andrew.
Sci-fi spaceship r2qf8 low-poly 3d model ready for Virtual Reality (VR), Augmented Reality (AR), games and other real-time apps.
This package contains:
- FBX
- OBJ
- PBR Textures for UE4 (4K + space environment.dds)
- Substance painter project with which you can export the all textures to any engine and Renderer
- Full Unreal Engine 4 project with all assets
Concept and the whole model was created in 3D-Coat.
Retopology in NVIL.
PBR textures and small normal map details in Substance Painter
Rendered in Unreal Engine 4.
You can buy this model here -> https://www.cgtrader.com/3d-models/space/spaceship/sci-fi-spaceship-r2qf8
https://www.youtube.com/watch?v=y5fFsthC1vA&lc=z224edp4coe0evhnmacdp43anedt2b1xjpr2x4wynupw03c010c
model
ARTWORKB&S Lyn (fanart)by Olya Anufrieva
ARTWORKB&S - Lyn 화양연화by BYUN ARI
Hello everyone!
This is my collaboration with awesome 3d character modeler - Olya Anufrieva. She gave me this model and I created the all grooming work for it Concept by awesome BYUN ARI
Olya's model have a good polypaint, so I used VertexColor map in Vray to render it in 3dsmax. Hair guides was created in Ornatrix Maya and then I exported them to 3dsmax to render in Vray Next.
Scroll down to check the silhouette with hair and guides screen.
Tail - 1334 Guides, Hair - 256 guides, Ears fur - 3000 guides, Ears inner fur - 34 guides, Brows - 713 guides, Eyelashes - 112 guides.
Leather material was created in Substance Painter.
Rendered on VrayCloudBeta.
Happy viewing!
Hello everyone!
This is my collaboration with awesome 3d character artist - Мария Панфилова (Mariya Panfilova).
Full project on Arstation - https://www.artstation.com/artwork/eOOq3
She gave me this model and I created the all grooming and lookdev work for it
Maria gave me Substance Painter file, so I exported the all textures and adapted them to Vray Next.
Hair and fur was created with Ornatrix Maya. Rendered with new Vray Next beta for Maya on very fast Vray.Cloud
Render was done on a very fast Vray.Cloud. Very-very bright cloud =)ChaosGroup made incredible Given the ability to render simultaneously on 50 steep servers .. and this is still beta, still didn't connect the GPU servers and .. IPR waiting for us on the our PC, 7000 running cores .. Hell yeah ... Guys, this is a dream !!! Dreams come true! Thanks ChaosGroup
Awesome HDRi from https://hdrihaven.com/
BearBody - 25 734 guides, Bear head - 6611, Brows - 1171 guides, Hair - 155 guides.
For bear body and bear head I created many guides. because it is more comfortable for me in this work, but for simulation of course I recommend 2000-3000 or smaller
Feathers was made with Propagation modifier, Very soon I'll upload the tutorial about them.
Material for hair, fur and feathers was created with new awesome VrayHairNext material.
Enjoy and happy viewing!
Hello everyone!
This is my new grooming for Joseph.
Character was created in DAZ3D + littlebit sculpting and fixing in 3D-Coat.
All grooming work was done with Ornatrix for Maya.
For braids I used awesome script from AKA Tools - Braid Maker and then converted them with HairFromMeshStrips operator.
Rendering in Vray Next Beta 2 for Maya.
All images and turntable was rendered on awesome and very fast Vray.Cloud.
Scroll down to see the turntable and guides info.
Happy viewing and enjoy
https://www.youtube.com/watch?v=RyC1EpTtkFg
This is my new grooming work
I noticed an interesting moment As soon as I think about something and start to do it - immediately someone else does it immediately As if our thinking processes overlap.
During the creation process - 3 hair works with Dayeris hair was uploaded to the Artstation.
I want to warn you - I didn't have a goal to repeat the Dayneris hairstyle. I was simply inspired by her, as I am a big fan of Emilia Clarke in this role and the “Game of Thrones” series and I decided to show my vision of this hairstyle. Because I don't like the version that was in the 7th season .. Especially the the temporal part. Perhaps the creators of the series will see this version and use it in the season 9 ahhaha.
The all hair was created in Ornatrix
I’ve used the Draw Guides Tool to create the brows
And for braids I’ve used Braid Maker from Aka Tools - https://goo.gl/K21jZ8
The images was rendered on Vray.Cloud.
Creating a hairstyle took 10 days.
Happy viewing!
Creating a hairstyle took 5 days.
The main goal of this project - create the new hairstyle from imagination by using hair references.
More renders here -> https://www.artstation.com/artwork/zA5elm
https://www.youtube.com/watch?v=tUoMHaBx9O0
This model have 2 lods.
The main model tris - 27 534
Lod 1 - 14 042
Lod 2 - 5 600
You can buy this model in my Artstation store - https://www.artstation.com/artofcharly/store
More renders and video -> https://www.artstation.com/artwork/58ErmW
Created in 90 min and rendered in 13 min on 2*2080Ti with 20 000 samples and noise limit = 0.005. Resolution - 1200*2250px
Making of coming soon...
Meet, this Lydia - the princess of love and pleasure. She is from the planet Satistar. Race - Lovelis. The inhabitants of this planet have a green skin tone, there are no eyebrows, eyelashes, and the skin is absolutely smooth - without pores. That is, by sight - it’s like some kind of mannequin. But don't you dare call her "Mannequin", or she unleashes hell... If you make her angry, then from a princess of love - she turns into a princess of hell. When these creatures are in love, their hair is folded into hearts. With her own eyes, she hypnotizes the idol and thus takes possession of him. Even if he (she) flies away from this planet, the princess will come to him at night.
I used Zbrush for sculpting, Blender for the rig, Maya+Xgen+Arnold6GPU for rendering.
For hair - I used XGen, for rendering - Arnold Renderer 6 GPU with 2x2080Ti(NVLink)
Grooming - Ornatrix
Render - Vray 5 GPU with 2x2080Ti(NVlink)
For braids, I used Braid maker, then converted them to hair with HairFromMeshStrips operator
Hair for games in Unreal Engine 4.
You can buy this project in my Artstation shop.
https://www.artstation.com/marketplace/p/vjan/hair-for-games-unreal-engine-4-project-1
References - https://vk.com/album-139815907_243822311
Haircards was created with Ornatrix.
Textures for haircards in Coiffure(Xgen+Arnold) - https://gumroad.com/a/476017779
Rendered in Unreal Engine 4.
Hair polycount - 40K Tris.
Hair shader from Robert Ramsey - https://www.unrealengine.com/marketplace/en-US/product/stylised-hair-shader
Btw, I didn't transfer the vertex normals from the sphere, because I like the result without them.
This is my grooming project for Benjamin Deutscher - https://www.instagram.com/bend3d/ which I did in Maya with help of the Ornatrix and rendered in Arnold 6.2 with GPU mode on 2x2080Ti(NVLink) in 2020.
The project is still in development and this is just a teaser of full-fledged cinematics, which will also appear soon.
The main task was to create a girl with dirty stylized hair in a cartoon style, but at the same time not quite cartoonish and close to reality.
Frizz on hair little bit different than in my lookdev scene. This is a Benjamin decision.
In this video, I show a small WIP teaser from the cartoon + render test in Arnold 6.2 on the new NVidia Studio drivers + a little making of and demonstration of the Ornatrix object with all the modifiers and settings.
Content:
0:00 - Teaser-cinematic
2:34 - GPU render test of the new Arnold 6.2
10:16 - Demonstrating what the hairstyle consists of.
Benjamin did the rest of the work.
If you are interested in the development of the project, here are the links to it:
Facebook - https://www.facebook.com/ben.deutscher.37
Instragram - https://www.instagram.com/bend3d/
Instagram The storm - https://www.instagram.com/the_storm_movie/
Youtube - https://www.youtube.com/channel/UCi4SdlS-QUq-RLtA9CBiWlw
This is my personal project, which I did in my spare time from work. I used Ornatrix in Maya to create the hair. Then I exported everything in Ox Alembic format and imported it into Unreal Engine 4.26.2 using the Groom Plugin.
Haircount for this video - 120K and 70 CV points per guide. I didn't use LODs for this scene.
I'll show you soon how to transfer it to Metahuman. I still don't like how DoF works on hair and what happens with sampling. I am trying to fix this issue with Epic Games. I created a topic on my blog. As will be the answer from them, I will add it there. https://charlytuts.blogspot.com/p/unreal-engine-4-groom-plugin-alembic.html By the way, in the same place - you can see the render settings.