Some updated beauty renders. Going to put these 2 on an artstation post. I'd also like to pull together a little breakdown, just not sure what people want to see? 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…
I'm glad to share my new work in cyberpunk style. I did this scene in high poly and used the Yeti hair plugin. Compared to Xgen, he seemed very comfortable and flexible to me. I hope you will enjoy.https://www.artstation.com/artwork/vD6B3E
Hey Guys,Im following a tutorial right now of how to do hair in Maya with XGen. In the Tutorial the guy masks the areas for the scalp where the hair will grow (Head, Brow, Eyelashes, Peachfuzz). Now I did all that but I dont know how I can tranfser those Polygroups to my Mesh in Maya. What am I supposed to do to the masks…
regarding the xgen scalp. i found it to be better to just use masks/ids for this and do the actual hair color roughness and normals in substance painter or photoshop using those masks. the baked down xgen always looked kinda shit. but the same hair baked down with random normal values softly blended into the texture looked…
Roshi in his younger days searching for the dragon balls. Original Concept Modeled in Maya/zbrush Textured in Mari/substance Xgen hair Rigged in Maya Rendered in Arnold Comped in photoshop
Looking for someone for a realistic game. Familiar with Maya, Marvelous, Substance, UE4, Mari, Xgen for an inhouse full time gig. Hit me up with your folio : mulloart@gmail.com
I've been following this tutorial step-by-step, until I realized that mine looks so terribly horrible. In the image above, the one on the left is nHair and the one on the right is XGen. I cranked down the nHair hairs per clump to 30 first (the screenshot has 600 hairs per clump) before converting them to guides for XGen,…