Instead of actually finishing a full character, I am messing with hair strands in Unreal Engine 5.3. I really wanted to see how to set up the groom component, group IDs and physics properly.
Shout out to Andrew Giovannini's tutorial for hair in Unreal!I wanted to try a braid and figured this would look nice on my portfolio, so here's some early tests (as well as messing with a highlight mask):
And this is where I'm at physics wise:
I've also been tweaking the Meta Humans shader (as best I can) and have moved in the direction I wanted to:
So I'm leaving the braid here for now and moving on to a couple of other styles to mess with physics and shader stuff before making a big ol' portfolio post. Here's to the next steps!!
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Tried to get some quality close ups of the strands. Pretty happy with these so time to make more hair!!
So I added a texture function where you can plug in a map that will colour the hair based on the Root UV. A root and tip value that adds a selected colour into the root or tip or both with a secondary colour value for more depth and a Root/Tip amount value to change how far along the strand the colour is. I also added a highlight mask where you can plug in a black and white texture and then overlay a colour over the white parts. When the texture map is set to true, it switches off the hair colour options (melanin values) to instead just use the texture colours.
This is the additional values that apply on top of the base hair:
I made some tweaks to this hair and took some decent renders. Not sure I love the angles I've got here, but it's a good start
My issue now is that when I try to use the 'scraggle' effect from Epic's shader, I have no control over the amount. This effect would be super useful for textured hair but I can't get it working without it just being 'on'.
No scraggle:
Scraggle:
Changing the value does nothing noticeable - even if I set it to ridiculous numbers.
So I got some advice and ended up just creating the hearts as their own description and went on to try a leopard dye pattern I'd seen online.
These are still just 1 groom asset with 2 or 3 materials in place, the setup is just a bit more annoying
I also fixed the 'scraggle'. I had inadvertantly deleted a group of nodes from the Epic strand shader that controlled the tangent of each strand. (my b). Anyway, added it back in and scraggle is good now. I think it'll be especially useful to help keep the CV count down when working on coily hair.
In my defence, the group of nodes do say "ToDo, remove and fix in code" so shout out to Epic from keeping their shaders clean
I also took a couple of gifs of how the guides look in engine. Each guide affects the surround strands in terms of physics sim. The guides for the braid were custom made and the guides for the pigtails were pulled from the xgen guides.
Along with the finished strand assets here: https://www.artstation.com/artwork/Nyl3QJ