https://www.youtube.com/watch?v=WE3_pqw-KNU&t=2s Hi everyone, I’ve been working on Hairflow, a specialized 2D tool designed to bridge the gap between sculpting high-fidelity hair and the tedious process of creating hair card textures for real-time engines. The philosophy is simple: Groom in 2D on a flat canvas, and bake…
Source: https://www.linkedin.com/posts/michael-j-black-41751114_unreal-blender-smpl-activity-7143401528807100416-_QMm?utm_source=share&utm_medium=member_desktop HAAR takes a text description of a hairstyle and generates a 3D strand-based model that can be immediately animated in #Unreal, #Blender, etc. This connects…
Hey everyone, this is my first attempt at making hair cards, and I would appreciate it if anyone with hair card experience could give me honest feedback. I thank everyone who helps me make this a real, industry-ready asset with their feedback. The hair currently has only 25k tris, so I will add resolution to some obvious…
I just use particle hair, convert ti to cards with hair tool addon, then sculpt the cards further. works ok, but never quite perfect Blenders new hair oprions are pretty good too ie geometry nodes, but I am not keen to switch over completely yet hair tools addon has its own shader with a nice anisotropic look
0Hair particles are bouncing all over the place with Hair Dynamics turned on. I have seen other forums where they all had different solutions. Such as turning up the quality steps and others that I tried. None of these solutions worked for me. I am trying to simulate the hair that would follow a horses hair path with maybe…
I've been trying to figure this out for awhile now but I just still don't get it. How do people make hairs like these and have it all connected as one continuous mesh? And I'm especially confused on how people make the back of the hair as well, the scalp part I mean.
HairTG - Hair & Fur is a hair/fur texture generator for Substance Designer and a Blender add-on to help with 3D hair card management. On Substance Designer, it creates procedural hair/fur clump textures suitable for hair cards, brushes or 2D hair work. It can also be used to generate non-hair textures for designs based on…
Short Hairs: Modeling: the best way I can think about is to create some little plans with planar uv, texture them by base hair texture and put their instances on the head by object painting. am I right on this? Medium hairs: Modeling: to use strip tool in 3ds max and paint plans on the head, tweak them manually by moving…
I have here a flat top hair style with all the modifiers turned off so it's just the base xgen. I'm attempting to smooth the top part but each guide adds a little hill. At first I had spare hair guides, which is usually the best way to go, but this only made the bumps bigger. Each guide I placed just made the hills…
I'm working on modelling a character who has very long hair, and I've gotten to this point with it. She's going to be baked to a lowpoly and posed the same way as she is in the concept - she won't be rigged or animated. However, her hair is made up of a ton of different polygrouped chunks (about 20, hah) and I'm not sure…