Hey guys! Finally finished the XGen tutorial I have been working on. It's primarily aimed at beginners and tries to give a overview for the whole pipeline (this is not a hair styling tutorial, there's already enough of those out there by much better artists than myself) :)Also, Thanks to everyone who got involved in the…
I've been making eyelashes in XGen and they look fine...until I mirrored the guides. I have already tried making region maps (red and blue) and changing the value of Region Mask to 1, but it doesn't seem to do anything. In case anyone asks, yeah, I already saved the region map. It isn't doing anything. Suggestions?
I think the new XGen will help you with your problem, it seems to be a very powerful system. Yet, its only in 2014 Extension release of maya. [ame="http://www.youtube.com/watch?v=uPZvG5H8MoY"]Xgen: Autodesk® Maya® 2014 Extension Release - YouTube[/ame]
No. It seems when I created the xgen description, the polygon was inside out. After I reversed the normal direction, but the xgen remains. So I removed the descripton and generated again. Now it works like a charm. Thank you very much for your help, and happy new year!
I have a character which had xgen eyebrows and eyelashes. The mesh has about 250 blendshapes for facial animation. I wanted to transfer this to UE4 and I did that by transferring the mesh with blendshapes to UE4. And the xgen hair as alembic. Turns out UE4 doesn't support alembic hair animation (or simulation) if the…
@Fingus Oh woops. Went right over my head if thats the case hahaha :tongue: Thank you :) Me too haha It's all baked in. I just did some basic lighting on XGen hair in Maya using the xgen physical hair shader and mental ray to render.
I am trying to render animation with Xgen Interactive Groom Splines. I use Arnold renderer and aiHair shader uses aiUtility with primitive ID connected to ramp for randomization the hair color. The phoblem is that while rendering on every frame it has another primitive ID positions. So I have a flickering in animation. I…
Hey, Always used xgen, but giving Yeti a go.... So in xgen all your groom is done on scalps created from your base mesh rather than straight ontop of the final mesh. Is this the same with Yeti? Do I need to create separate scalps or do I do my groom straight ontop on my final mesh?