I want to create stylized hair based on geometry. Is there a way to use 3dsmax hair and fur for an effect like this?: https://youtu.be/ZEzh6qbS3As?t=1353
This is the final version of Medieval Warrior. Sculpted in Zbrush, rendered in Maya with Arnold. Hairs I have made with Xgen interactive grooming. https://www.artstation.com/artwork/ybw628 https://www.youtube.com/watch?v=w6T2wb78AtA
A little update! Switched to Xgen for the cards for this but still not completely happy with them! Definitely struggling with this, harder to feel motivated whenyou're not as happy with how its going. Still chugging along though :)
You can use xgen with mental ray, arnold, or renderman. use a ramp node mapped to the transparency and render it out. You can get the opacity from the render view/window.
For example changing the color of my selected guides? I know the way with painting a region map and then coloring the guides with that, but is there another way? Just curious it would help me slightly..Thanks anyway!
Hi everyone Practice Zbrush modeling (characters and accessories) Maya Hair (xgen) Render (arnold) Texturexyz my artstation here:https://www.artstation.com/artwork/qAq6An Reference master works here:https://www.artstation.com/artwork/WvkkG
hii i want to make this edges to curve for use in xgen... i have tried polygon edge to curve>convert>modify but it convert only one edge loop :( tnx for help
Hello my friends anybody has a solution? i have exported as an alembic and it works perfectly with 3dmax and render with vray one problem here is i can not change the root and the tip of hair individually any better idea?
Made some dreadlocks. I want to try a couple of different hair styles before I commit to this one but I'm really happy with how these look in engine. Full XGen groom exported to alembics and brought into Unreal Engine 5.
Also what is your scene scale? Density of 150 isnt much at all if your model is small. Xgen works with real world scale. + as oglu mentioned - density of your geo and so on